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Heads-up display
AHeads-up display (often abbreviated toHUD, sometimes referred to as anInformation Panel) is a feature in most video games wherein visual information is presented during gameplay which is not presentin-universe that allows the player to keep track of various things, including a player character'shealth, thescore, the number oflives remaining, time elapsed and/or remaining, and other information depending on the game. EachKirby game has a HUD of some kind, though most games have a unique visual manner of presenting the information, in addition to changing what appears on-screen depending on gameplay circumstances and/or the game mode being played. For the sake of simplicity, this page will only discuss HUD elements in the main games of eachKirby title unless otherwise noted.
HUD by game[edit]
Kirby's Dream Land[edit]
InKirby's Dream Land, the HUD is a white space at the bottom of the screen where the following information is shown:
- Score (shown asSc:) - total points that the player has earned during the session.
- Health (shown asKirby:) - how much healthKirby has remaining, represented as a meter containing up to six bars.
- Extra lives (represented with a small Kirby icon next to a number) - how many extra lives the player has left.
When amid-boss orBoss appears on the screen, the score counter is overridden with a new display represented with a menacing-looking face along with a new meter which represents the HP of the foe in question. Notably, this enemy health bar looks different to Kirby's, being more square and contiguous.
- Normal gameplay screenshot, with the HUD at the bottom of the screen
- An enemy health bar overrides the score display when Kirby fights a boss or mid-boss; in this caseWhispy Woods.
Kirby's Adventure[edit]
InKirby's Adventure, the player is given a more elaborately-decorated HUD, shown in an orange box at the bottom of the screen. The following information is shown there:
- Health (shown asKirby:) - how much health Kirby has remaining, represented as a meter containing up to six bars.
- Score - total points that the player has earned in the game.
- Status panel - New toKirby's Adventure is a small box containing an illustration along with some text inset. This panel will usually display whichCopy Ability Kirby has if any, but will also change if Kirby takesdamage, jumps into acannon, clears a stage, or for other things.
- Extra lives (represented with a small Kirby icon next to a number) - how many extra lives the player has left.
- Limited use copy abilities (represented with a small star icon next to a number) - how many remaining uses are available for a limited-use copy ability (only appears if Kirby has a limited-use copy ability).
As before, when a Mid-Boss or Boss appears, the score display is replaced by an enemy health bar, though this one takes on a much different appearance, consisting of many tiny bars in sequence with multiple usually being removed whenever the enemy takes a hit.
- The HUD as it appears in normal gameplay, here showing that Kirby has theUFO ability.
- The enemy health bar appears during Boss fights, in this case versusMr. Shine & Mr. Bright.
Kirby's Pinball Land[edit]
Kirby's Pinball Land has its HUD scattered around the screen, occupying each corner save for the upper-right. The information displayed is as follows:
- Extra lives - represented as distinct icons of Kirby's face, they occupy the upper-left, and accumulate or disappear to represent the amount, with eight being the maximum display number.
- Score - shown in the lower-left, this is the player's total score for the session.
- Bonus - shown in the lower-right, this is how many additional points are going to be awarded to the player after losing a life, represented by two numbers to be multiplied.
- Time - shown only during the mini-games, a timer appears in the lower-right above the bonus counter which starts at 60 seconds and counts down to 0.
Unlike previous games, enemy health is not shown during boss fights.
- A section of gameplay in the mini-game ofWispy-Woods Land, showing all HUD elements.
Kirby's Dream Course[edit]
Kirby's Dream Course features a fairly complicated set of HUD elements, though not all of them are present at any one time. During gameplay, the HUD defaults to a bar near the bottom of the screen, which has the following information, from left to right:
- An illustration typically used to show which Copy Ability Kirby has, but it will display other images too based on the circumstances.
- The player's signature image, made during the name entry screen.
- The current hole being played, ranging from 1 to 8.
- The current shot being taken.
- Kirby's stamina, represented by up to four "Energy Tomatoes".
- The number of lives remaining.
When making a move, this bar may mostly disappear at certain moments so as to not obscure the player's view of the proceedings, leaving only the left-most status image. When using the camera to view the board, arrows will appear at the edges of the screen to indicate that the player can keep panning in that direction. When lining up Kirby's spin or shot power, a separate panel appears which has a representation of Kirby along with arrows and meters with which to make the adjustments. Lastly, the 2P Game features a distinct HUD which removes most extraneous information, electing to keep only the statuses of both Kirby andKeeby, their stamina (now represented as more traditional health bars) and the current score of each player.
- The HUD bar in its default state
- The HUD mostly vanishes at certain points during the game, to avoid obscuring the player's view.
- The HUD takes on a different form in the 2P Game.
- Artwork of the HUD from the instruction manual, with each part labeled
Kirby's Avalanche[edit]
Due to its nature as aPuyo Puyo puzzle game,Kirby's Avalanche is framed entirely around its HUD elements. At any given time during gameplay, the following information is shown:
- Score - displayed in the lower-left for the player and the lower-right for the opponent. The total score is momentarily replaced with a multiplier when blobs are being removed, which is later added to the total.
- Next - shown in the upper-middle, this shows what the next sets of blobs will be for both the player and the opponent.
- The current stage is displayed in the middle of the board for the single player game.
- In the lower-middle, a representation of Kirby is shown which displays his reaction to the game's proceedings, though this is purely cosmetic in nature.
- InKirby's Avalanche, the HUD surrounds two windows, the left of which shows the player's blobs, and the right of which shows the opponent's blobs.
Kirby's Dream Land 2[edit]
Kirby's Dream Land 2 features a HUD similar to that ofKirby's Dream Land, but with a few additions. The HUD displays the following information:
- Health (demarcated with the letterK) - how much healthKirby or hisAnimal Friend has remaining, represented as a meter containing up to six bars.
- Score - total points that the player has earned in the game, shown below the health bar.
- A star meter is displayed in the upper-middle of the HUD, which fills up as Kirby collectsSmall Stars. Once the meter fills completely, the player gains a1-Up and it resets to empty.
- Extra lives (represented with a small Kirby icon next to a number) - how many extra lives the player has left.
- LV - displayed next to the extra lives counter, this shows which level Kirby is currently in, ranging from 1 to 7.
- An illustration on the right-most side of the bar shows the player whichCopy Ability Kirby has, if any.
Like before, when a boss or mid-boss appears, the score display is overridden with the boss's health bar, denoted with the letter "E".
- Screenshot of normal gameplay inKirby's Dream Land 2, with the HUD at the bottom of the screen
- During boss battles, the score is replaced with enemy health, as usual for the series.
Kirby's Block Ball[edit]
InKirby's Block Ball, a space is left at the top of the screen for the HUD. The following information is presented there:
- Extra lives - represented as a Kirby icon next to a number, this shows how many lives the player has remaining.
- Status - just below the lives counter, a small portrait can be seen which shows Kirby's current status, particularly which Copy Ability he may have.
- Score - a number representing the total score the player has accumulated for the stage.
- Star count - a number next to a small star; this shows how many star blocks Kirby has obtained during the "Target Shooting" rounds prior to the boss fights.
- Stage and round - furthest right, the stage and round Kirby is currently in are displayed in number form (example: 01-1 is Stage 1, Round 1).
As usual, the score is overridden by an enemy health bar during boss fights.
- The look of the HUD during normal gameplay, as seen at the top of this image
- During boss fights, the score is overridden by the enemy's health.
Kirby Super Star[edit]
Given that there are six main game modes inKirby Super Star, plusThe Arena, each one has its own distinct HUD, at least visually speaking. All of the HUDs have the following information in common, where applicable:
- Extra lives - the number of lives the player has remaining, represented by a number next to a small Kirby icon.
- Health - the amount of HP Kirby has remaining (now represented by a continuous meter, rather than in bars).
- Kirby's status - similar in function toKirby's Adventure, this shows what Copy Ability Kirby has, as well as other things.
- Helper health - when a Helper is in the game, a separate life bar appears for it, usually in green as opposed to Kirby's red.
- Helper status - a portrait of the Helper will appear along with the life bar when the Helper is in play.
- Enemy health - shows when a Mid-Boss or Boss is on screen, and overlaps the score in some cases.
In addition, the following game modes have the following additional HUD elements:
- Spring Breeze,Dyna Blade, andMilky Way Wishes - a score is displayed which increments as enemies are defeated.
- Gourmet Race - a score for Kirby and King Dedede is shown, showing how much food points each has accrued in the race. Additionally, a timer is shown at the bottom which counts up until the race ends.
- The Great Cave Offensive - a score for Kirby is shown, represented by the "total value" of all thetreasure he has collected in "G"s.
- Revenge of Meta Knight - a timer displays in the center of the HUD which constantly ticks down. If the timer reaches 0, Kirby is automatically defeated. In addition, a space for the Helper's portrait and "Vital" is always shown, even if there is no Helper at play. Lastly, when characters have dialogue, it overlaps the HUD bar.
- Milky Way Wishes - to the right of the HUD bar, the name of the planet Kirby is currently trekking through is always shown.
- The Arena - a special HUD is used which removes extraneous information other than Kirby's status and health, and prominently features the opponent's health along with their name. If a Helper is summoned, its icon appears on the same side as Kirby's.
- The HUD as it appears at the very start of Spring Breeze
- The HUD in Spring Breeze while Kirby and a Helper are riding aWarp Star
- The HUD in Spring Breeze during a boss battle with a Helper present
- The HUD in Dyna Blade with a Helper present
- The HUD in Gourmet Race features a score and timer.
- The HUD in The Great Cave Offensive showing the total score Kirby has attained from the treasures he has collected
- In Revenge of Meta Knight, a prominent feature of the HUD is the timer in the middle, which constantly ticks down and defeats Kirby if it reaches 0.
- In Milky Way Wishes, the name of the planet Kirby is visiting is displayed to the right.
- The Arena's HUD prominently features the opponent's health and name.
Kirby's Star Stacker (Game Boy)[edit]
There are four main modes to play in theGame Boy version ofKirby's Star Stacker, though all of them share the same basic HUD, with only minor differences in display. Each game mode has the following HUD elements in common all displayed on the right side of the screen:
- A representation of Kirby appears in the lowermost portion, who dances about in various ways depending on how the game is going.
- A preview of the next block set that will drop appears near the top of the bar.
Specific game modes have the following differences:
- Round Clear - a portrait of King Dedede appears which has various reactions based on how the game is going. Beneath the King Dedede portrait is a number representing the number of stars Kirby still needs to stack. Up at the top, the round and difficulty is shown in the form of a number for the former and an expression of Kirby representing the latter.
- VS - A portrait of Kirby appears at the top representing the difficulty. In the middle, a star icon appears, along with an indicator to show when the player or the opponent is about to be given more rows of blocks.
- Challenge - A portrait of Kirby appears at the top representing the difficulty. In the middle,Mr. Star can be seen, along with a score representing the number of stars Kirby has stacked.
- Time Attack - A timer appears along the top, counting down from 3 minutes. In the middle,Tick-Tock Jr. can be seen, along with a score representing the number of stars Kirby has stacked.
Each game mode also has minor decorative differences for the HUD.
- The HUD in Round Clear shows a portrait of King Dedede which has various reactions depending on how the game is going.
Kirby's Dream Land 3[edit]
Kirby's Dream Land 3 features a HUD bar in the lower portion of the screen, much like previous main-seriesKirby games. This bar has a wood-grain theme and displays the following information:
- On the left side, a white box can be seen which is blank when Kirby has no ability, but will feature an icon representing any copy ability Kirby has when he acquires one. Another such box is visible on the right side, which representsGooey's ability.
- Along the upper-middle of the HUD are five small blocks representing Kirby's health, which shrink in size to represent half-increments. When Gooey is out, one of the yellow blocks is removed to make room for four blue blocks on the right side to represent Gooey's health.
- In the middle of the HUD is a number that represents the number of extra lives the player has.
- Surrounding the extra lives counter are six star-shaped icons which represent the number of Star Pieces Kirby has collected. Each star icon fills up in fifths, and when all are fully filled, a 1-Up is given to Kirby and the icons reset.
- The bottom portion of the HUD is reserved for boss and mid-boss health meters, and is empty when neither are present.
Notably,Kirby's Dream Land 3 is the first main-series game to not have a score display as part of its HUD.
- The HUD display as it appears during normal single-player gameplay
- When Gooey is out, a new blue health bar appears on the right side.
- A lower bar fills up with red during boss and mid-boss battles.
Kirby's Star Stacker (Super Famicom)[edit]
TheSuper Famicom version ofKirby's Star Stacker has a similar set of HUD elements to its Game Boy predecessor, but the elements of it are spread out over a wider and more decorated screen due to the increased graphical capabilities of the new system. There are a few notable differences to mention, as follows:
- Round Clear now has Kirby and King Dedede standing on opposite sides of the game board on star platforms, and the number of stars Kirby needs to stack is now represented as Dedede's "HP".
- VS and Story Mode now feature two boards simultaneously on screen: One for Kirby, and one for his opponent. Likewise, the next block preview shows for both screens.
- Story Mode features the two combatting characters standing next to each-other, jumping when a new row of blocks appears, and hitting each-other to make rows appear on the opponents' board. The number of new rows set to appear is represented as stacks of medals underneath the respective characters. Story Mode also features an in-game timer for the whole set of rounds, though this can only be seen when using an inputted player name, as opposed to the "guest" account.
- Screenshot from one of the Story Mode matches againstLovely, showing two simultaneous boards and the characters "battling" each-other to make things happen in the boards.
Kirby 64: The Crystal Shards[edit]
Kirby 64: The Crystal Shards features a simplified HUD bar that occupies the lower portion of the screen at all times during regular gameplay. It bears a similar style to that ofKirby's Dream Land 3, and displays the following information:
- The left side features a box that displays how many extra lives the player has in number form.
- The upper-middle of the bar has six "eggs" which show how much health Kirby has.
- The lower-middle of the bar is a meter in thirty sections which shows how many Point Stars Kirby has collected. Once the meter fills, it resets and a 1-Up is awarded. During mid-boss and boss fights, this meter is overridden by the enemy health bar, which displays in red.
- The right side of the bar has two white panels, which can contain Kirby's copy ability. When both are filled with icons, Kirby has acquired aPower Combo.
In this game, the player has the option to change the look of the HUD bar to one of five different settings, as follows:
- The default wooden look
- A blue whiteboard-like look
- A knitted red floral-design look
- A crayon-drawn look
- A blocky neon vector-display look
In the Japanese version, the fourth option is instead a design based on traditional Japanese calligraphy, with all symbols and numbers replaced with the equivalentkanji.
- The HUD bar as it appears during regular gameplay
- During boss and mid-boss fights, the Point Star counter is replaced with the enemy's health meter.
Kirby Tilt 'n' Tumble[edit]
Kirby Tilt 'n' Tumble has a HUD similar to that of classic Game BoyKirby games, though with a bit of a different layout:
- The left end of the bar features the score. During boss fights, this is replaced with the enemy health bar.
- The middle features Kirby's health, as a line of three pink blocks that can increase or decrease in half-increments. During boss fights, this health bar can increase up to five blocks.
- Right of the health bar is the point star counter, which is removed during boss fights to make room for Kirby's potentially increased health.
- Right-most is the timer, which counts down continually during gameplay, and defeats Kirby if it reaches 0.
- Time is a major feature of the HUD forKirby Tilt 'n' Tumble, with both the regular timer at the bottom-right, as well as an extraneous counter for things like theBalloon transformation, seen in the upper-right.
- When time starts to run out, the HUD is briefly replaced with a big message urging the player to "HURRY UP!!"
- During boss fights, the score display is replaced with the enemy's health meter, and the point star counter is removed to allow for Kirby's own health meter to become longer.
Kirby: Nightmare in Dream Land[edit]
Kirby: Nightmare in Dream Land is the first mainlineKirby game to ditch a HUD bar in favor of just having various displays hovering over the screen without a backdrop. Despite this, the same information is displayed to the player as inKirby's Adventure, though the status image is not always visible. InMeta Knightmare andBoss Endurance, the score is replaced with an incremental in-game timer.
- When Kirby is without an ability, the only HUD elements visible are his health, the 1-Up counter, and the score display.
- When Kirby gains a copy ability, a small illustration briefly pops up in the lower-left corner, then shrinks down to merely the name of the ability with a black backdrop.
- During boss and mid-boss fights, the score display is replaced with a health meter labeled "BOSS".
- InMeta Knightmare, the 1-Up counter is modified to resemble Meta Knight, and the score display is replaced with an incremental timer.
Kirby Air Ride[edit]
Kirby Air Ride is a much different case than any of its predecessors due to being in an entirely different genre (racing as opposed to action/platforming or puzzle). As withKirby: Nightmare in Dream Land, its HUD elements hover over the main screen rather than being confined to a bar or something similar. Each game mode inKirby Air Ride features a different set of HUD elements, though there are similarities, particularly betweenAir Ride andCity Trial.
Air Ride[edit]
During standard gameplay in Air Ride mode, the following HUD elements can be counted on:
- The upper-left shows a circle containing a number which indicates the player's current placing in the race, which can range from 1st to 4th. During the Free Run and Time Attack modes, this circle is not present, since there are no opposing racers.
- The upper-middle shows the timer, which increments in minutes, seconds, and centiseconds during the race. This is the main indicator of the player's performance in Time Attack and Free Run.
- Between the placing icon and the timer, icons representing enemies and the other racers will appear in boxes briefly if the player lands an attack on that enemy/racer.
- In the upper right, a small minimap can be seen showing the broad layout of the course and the player's position on it, along with the positions of the other racers where applicable.
- Beneath the minimap is a fractional indicator showing the player's current lap on the left and the total number of laps on the right.
- In the lower-right is the player's Charge gauge and speedometer. The speedometer displays miles per hour (mph) in the North American version of the game and kilometers per hour (km/h) in other regional versions, showing the speed to a precision of two decimal points. The Charge meter surrounds the speedometer on both sides, and gradually fills up as the player builds charge, either by braking or gliding. The meter then releases that charge to give the player a boost when those actions end. Lastly, when the racer has a status effect (such as Kirby gaining a Copy Ability), a special illustrative effect is added to the mix to represent this.
There are a large number of additional HUD elements that can appear based on circumstances and game mode, as follows:
- When playing with more than one player, the game has to split the screen in various ways and add/alter various HUD elements. In two-player mode, the screen splits horizontally, additional P1/P2/P3/P4 indicators are added in the lower-left to denote who uses which portion (which is also colored to match the player's color), and the minimap is replaced with a progress bar in-between the screens. In three and four player mode, the screen is split into four equally-sized rectangular portions, with the minimap filling one portion if there are three players. Other HUD elements (aside from the timer and progress bar) are copied, simplified, and given to each player's screen.
- During Time Attack and Free Run, after completing a lap for the first time, a text display will appear in the lower-left which shows the player's current/best times for the lap(s).
- If playing with "Damage" enabled in the options, an HP bar appears on the right side of the screen, which eliminates the player if it becomes depleted.
- When playing on "Time" mode, rather than "Laps" mode, the timer is set to count down from a specified amount instead of up, and the race ends upon running out of time. The laps counter is replaced with a number that measures distance raced (in feet for American English and meters in other versions), and having the highest distance at the end of the race is the goal.
- Certain Copy Abilities, such asPlasma andBomb, have additional meters that appear when using the ability, to indicate the relative strength or distance of the attack.
Top Ride[edit]
Due to its simplified nature,Top Ride features many less HUD elements than the other two racing modes. Its overhead view and small courses also mean that there are no splitscreen considerations to be made, as a single camera is all that is needed to keep track of all four racers. The HUD elements of Top Ride are as follows:
- The upper-middle shows the timer, which increments in minutes, seconds, and centiseconds during the race. This is the main indicator of the player's performance in Time Attack and Free Run.
- Along the bottom, up to four counters are shown which belong to each racer, showing their relative placings and the current lap they are on.
- The lower-right shows a circle containing a number which indicates the total number of laps needed to complete the race.
City Trial[edit]
City Trial features largely the same HUD elements as Air Ride mode, with the following exceptions:
- The placing icon and laps counter are removed due to this mode not being based around racing.
- The HP meter is present by default, and can grow or shrink in length depending on how much HP Kirby's machine has.
- A large complicated map of the city appears in the lower-left which shows players' relative positions.
- In two-player split-screen, the map is on the bottom left corner of the screen belonging to the player with the lowest port (i.e. whoever is closest to being P1); in three-player split-screen, the map is in whichever quadrant is not being used; in four-player split-screen, the map is not present at all.
- The timer is set to count down by default, with the city portion ending when time runs out. The timer increments during Free Run mode.
- During certain events, a compass appears that directs the player to the location of the event, also giving them a distance measure to their target.
CertainStadium events also have their own HUD elements. For more information about those, check the various Stadium match pages.
- During a race in Air Ride mode with standard settings, the player has access to a number of different bits of info via the HUD, including their current speed, time, placing, and position on the map.
- In Top Ride mode, a speedometer is eschewed in favor of showing all the players' relative placings along the bottom, and a map is no longer necessary due to the small size of the courses.
- The HUD during City Trial is largely the same as that for Air Ride, though an HP meter is added by default and the map is moved to a different location. The placing and laps indicators are also naturally ditched due to this mode not being based around making a certain number of laps around the area first.
Kirby & The Amazing Mirror[edit]
Due to being directly based on the engine forKirby: Nightmare in Dream Land,Kirby & The Amazing Mirror has largely the same HUD style and many of the same elements. There are a few crucial differences, however, which are as follows:
- The ability display is present at all times, showing as "Normal" when Kirby does not have an ability. InKirby: Nightmare in Dream Land, this space would be blank when Kirby did not have an ability.
- Kirby's health meter has been altered, giving him thinner bars that match his current color. This health meter can be expanded by findingVitality hearts.
- In the lower-right, the score counter has been replaced with a set of text that tells the player which area they are in.
- In the upper-left, a smallCell Phone icon with an energy meter in three pieces shows the player how muchbattery power Kirby's cell phone still has.
- Next to the battery meter, icons representing the other Kirbys and which abilities they have show up when those Kirbys are not in the same area.
- Enemy health meters have been reworked somewhat, having been given a yellow color and now showing the name of the enemy in question. This game is also unique in the fact that all enemies have health meters that appear in the lower-right when they are attacked, instead of only mid-bosses and bosses.
- The HUD forKirby & The Amazing Mirror is reminiscent of the one inKirby: Nightmare in Dream Land, but with a few small changes and additions.
- As usual, the boss health meter appears in the lower-right during boss fights.
Kirby: Canvas Curse[edit]
Kirby: Canvas Curse is the firstKirby game to feature a dual-screen set-up, which allows a much greater amount of room for HUD elements than single-screen set-ups without cluttering the view of the gameplay. The upper screen of this game is where most of the HUD elements are visible, and the following information is available to the player at any given time:
- The upper-right portion of the upper screen is dominated by a big map display, which shows the player a simplified overview of the terrain and Kirby's position within it. The map also shows the location ofmedals anddoorways.
- The upper left of the upper screen contains a small illustration representing the stage Kirby is in, as well as displaying the current level.
- Along the left side of the upper screen are two counters: the upper one represents the number of extra lives the player has, and the lower one shows how manyPoint Stars the player has collected. Upon reaching 100 in the point star counter, it resets to 0 and another extra life is awarded.
- Beneath the extra lives and point star counters is a meter representing Kirby's health. This is set to 4 units initially, but it can increase up to 7 by purchasing more via theMedal Swap.
- The lower-left portion of the upper screen contains a rainbow-colored meter that represents how much ink the player has available to drawRainbow Lines. This meter depletes when lines are drawn and replenishes gradually or quickly depending on where Kirby is. The meter can take on different appearances based on what line visuals the player has chosen.
- The lower-right of the upper screen displays the name of the stage that Kirby is in.
- The lower screen is normally devoid of any HUD elements, but when Kirby gains a Copy Ability, the icon will appear briefly in the lower-left corner, and then shrink down to just the name of the ability thereafter. The player can discard Kirby's ability by tapping that area with theNintendo DS stylus.
- The dual-screen nature ofKirby: Canvas Curse gives more options for the HUD, now almost entirely relegated to the upper screen. To note in particular is the large map display.
- Each stage palette has a unique HUD design to go along with it. The lower screen can display HUD elements as well, particularly when Kirby has a Copy Ability.
Kirby: Squeak Squad[edit]
Kirby: Squeak Squad, despite its resemblance to the previousKirby games on theGame Boy Advance, has a revamped and simplified HUD display which attempts to condense the information as much as possible while still keeping it on the same screen as main gameplay. The HUD elements are as follows:
- In the lower-left corner is Kirby's status, which reads as "NORMAL" by default but changes when he gains a Copy Ability. If Kirby collected theAbility Scroll for that ability, a small scroll icon will appear alongside the ability icon.
- Along the bottom is Kirby's life meter, which is set as a continuous bar rather than units of health like its immediate predecessors. This bar's color corresponds to Kirby's chosenSpray Paint, and can increase in length when collecting Vitality hearts.
- Just above the life meter is the extra life counter, represented as a number next to an icon of Kirby.
- When fighting any enemy, a separate health meter appears to the right, which remains in place during boss and mid-boss fights. Unlike inKirby & The Amazing Mirror, no name is displayed above it.
The lower screen of the game is devoted entirely to an inventory system called the "Copy Palette". More information about this system can be found on theCopy Palette page.
- The HUD as it appears during normal gameplay
- When Kirby attacks an enemy or boss, the enemy health meter shows up in the lower-right.
- In this screenshot, it can be seen that the Fire ability has been augmented by an Ability Scroll on the HUD.
Kirby Super Star Ultra[edit]
Kirby Super Star Ultra takes advantage of the dual-screen set-up of the Nintendo DS to relegate nearly all of its HUD elements to the lower screen. As such, it is the firstKirby game where, for large stretches of gameplay, there are no HUD elements whatsoever on the main gameplay screen. The only exception to this comes when a mid-boss or boss appears, at which point their health bar appears in the lower-right corner.
On the lower screen, there are a number of different elements to look at and interact with, combining the HUD with elements of menus that were previously relegated only to pause screens in the originalKirby Super Star. This includes Kirby's health, his status, the health and status of hisHelper, the number of extra lives the player has, and other pertinent information from the various game modes that was covered in theKirby Super Star section. There are a few additions as well, which are as follows:
- In general, when Kirby faces down a boss or mid-boss, that opponent's name will show up in the lower screen.
- In general, the names of locations appear in the lower screen, along with maps where appropriate.
- InGourmet Race, a progress tracker can be seen in the lower screen showing Kirby and King Dedede's relative positions on the course.
- InRevenge of Meta Knight, a "health" meter is added to theHalberd which depletes as Kirby progresses through the chapters.
- InMilky Way Wishes, a new way to cycle through collectedCopy Essences Deluxe is available in the lower screen.
- InThe Arena, a portrait of Kirby battling his opponent is shown in the lower screen, and the game displays both the current elapsed time and the player's best time if applicable to compare it to.
Of the new game modes inKirby Super Star Ultra, the following can be noted:
- The HUD forRevenge of the King is more-or-less identical in layout to that ofSpring Breeze, though it bears a "Dedede" motif.
- The lower screen forMeta Knightmare Ultra features an energy meter in the shape of Meta Knight's swordGalaxia, and four different choices for special moves that cost a certain amount of energy per use.
- BothHelper to Hero andThe True Arena have identical HUD layouts to The Arena, but with different visual motifs.
- The lower screen features the name of the mid-boss Kirby is facing, as well as showing the name and an image of the stage he is in.
- The lower screen in Dyna Blade shows a smaller version of the map and where Kirby is on it.
- The lower screen in The Great Cave Offensive features a broad map of the area, and tells the player how many treasures Kirby has picked up, along with marking areas where all treasures have been collected with a coin.
- The lower screen in Gourmet Race features a progress bar showing Kirby and King Dedede's relative positions, in addition to information about the score.
- The lower screen in Revenge of Meta Knight contains the timer, along with a map of the Halberd and its "HP".
- The lower screen in Milky Way Wishes allows the player another way to switch between Copy Essences Deluxe, along with information about how many of those essences Kirby has, and which planet he is on.
- The lower screen in Revenge of the King is largely identical to that of Spring Breeze, but with a different visual motif.
- The lower screen in Meta Knightmare Ultra gives the player access to an energy meter and four different special moves to spend energy on.
- The lower screen in The Arena and other boss endurance modes shows the player an illustration of Kirby's current opponent along with an incremental timer and the player's best time for that mode.
Kirby's Epic Yarn[edit]
Kirby's Epic Yarn has a very simple HUD, due in large part to the absence of health or extra lives as gameplay mechanics. During regular gameplay, all HUD elements can be found along the top of the screen, and consist of the following:
- In the upper-left is a counter showing how manybeads Kirby and Prince Fluff have collected in the stage.
- Along the upper-middle is a line of beads that fills up as more beads are collected, reachingmedal thresholds at certain amounts. During boss fights, this can also lead to anArea Patch to unlock.
- In the upper right is the Bead Bonus gauge, which shows how may beads have been collected without taking a hit. Reaching certain thresholds with this awards extra beads to the player.
Additional HUD elements appear during the neighbors' games, including a timer, counters for various things, and a progress meter.
- All of the HUD elements inKirby's Epic Yarn can be seen right at the top of the screen.
Kirby Mass Attack[edit]
Kirby Mass Attack follows the lead ofKirby Super Star Ultra by relegating all its HUD elements to a separate screen, leaving the main gameplay area completely without a HUD outside of specific situations. The upper screen contains the following information during gameplay:
- In the upper-left, the name of the level and stage is displayed.
- In the upper-right, the score is displayed.
- Along the middle, afruit gauge is shown on the left side, which either adds another Kirby to the team upon filling, or adds 10000 points. The right side shows either a portrait of Kirby or information about the bonus points.
- In the lower-left, the player can see the medals they have collected in the stage. Once all the medals are exchanged toDaroach, they are replaced with golden icons of Daroach's face.
During boss fights, both screens are utilized to show gameplay. During these sections, the fruit gauge and number of Kirbys is relocated to smaller counters in the upper and lower-left corners of the lower screen.
- During normal gameplay, all HUD elements are confined to the upper screen.
- During boss battles, gameplay takes up both screens, and so small residual HUD elements are moved to the lower screen to compensate.
Kirby's Return to Dream Land /Kirby's Return to Dream Land Deluxe[edit]
Kirby's Return to Dream Land presents a small and relatively unobtrusive HUD which leaves much of the screen uncluttered during normal single-player gameplay. The elements of the HUD are as follows:
- In the upper-left is a display showing how manyEnergy Spheres Kirby has collected in the stage. During boss fights, this is replaced with a ship part icon if applicable, or removed.
- Beneath the ship part display are counters for the number of extra lives the player has and the Point Star counter, which functions identically to the way it did inKirby: Canvas Curse.
- Along the bottom of the screen are status icons and life meters for each character in play. Kirby's health and status is always the left-most of these, and other players' statuses only appear when they are in play.
- InKirby's Return to Dream Land Deluxe, an extra icon is added to the upper-left which shows whichsouvenir item Kirby has available to use if any. This icon doesn't start appearing in the HUD until after talking toSouvenir Shop Waddle Dee inMerry Magoland for the first time.
During theChallenge Stages, the HUD changes in design, and the upper-left displays the timer and accumulated points in place of the 1-Up and point star counters in the main game.
- The HUD as it appears during normal single-player gameplay
- During boss and mid-boss fights, a separate enemy health meter appears in the upper-right.
Kirby's Dream Collection Special Edition[edit]
Kirby's Dream Collection Special Edition features six classic titles, which have all been unaltered aside from re-mapping the controls and being letterboxed to various degrees. The extra modeNew Challenge Stages uses the engine and layout of the preceding gameKirby's Return to Dream Land, particularly taking cues from the original Challenge Stages. As such, the HUD in New Challenge Stages is more-or-less identical to that of the Challenge Stages, with a few minor touch-ups, such as making Kirby's health bar larger in size.
- The HUD during gameplay inNew Challenge Stages is largely the same as the Challenge Stages inKirby's Return to Dream Land, though with a few touch-ups.
Kirby: Triple Deluxe[edit]
Like previous dual-screen games,Kirby: Triple Deluxe relegates most of its HUD elements from the main gameplay screen on top to the lower screen. The only things that appear on the upper screen are Kirby's health and status, the health bar of bosses and mid-bosses during their fights, and an icon indicating when the player should tilt theNintendo 3DS system for certain devices when using them. The lower screen contains information about the player's extra lives, the point star counter, and how manySun Stones have been collected in a given stage. In addition, the lower screen has a large space reserved forAssist Stars that Kirby collects.
InDededetour, the lower screen is given a "Dedede"-themed motif, and the Sun Stone tracker is replaced with an incremental timer.
- The upper screen features Kirby's health and status at all times, and a special indicator appears when using devices that require the player to tilt the Nintendo 3DS system.
- During boss and mid-boss fights, a health bar appears for Kirby's opponent along with the name of the foe.
- The lower screen contains additional information, along with the space for the Assist Star and other actions as tap-able buttons.
- The lower screen in Dededetour has the same basic layout as in the Story Mode, but with a different motif and a timer instead of a Sun Stone counter.
Dedede's Drum Dash Deluxe[edit]
Dedede's Drum Dash Deluxe is the only dual-screenKirby game that regularly makes use of both screens to display gameplay. As such, its HUD takes on a more traditional bar format, located up at the top of the upper screen. The information the HUD shows is as follows:
- On the left, King Dedede's health bar is shown.
- In the middle, the score for the stage is shown.
- On the right, a timer is shown which gradually decreases. If this runs out, King Dedede is defeated.
- Dedede's Drum Dash Deluxe uses both screens for gameplay, with the HUD bar located at the top of the upper screen.
Kirby Fighters Deluxe[edit]
Kirby Fighters Deluxe takes its cues directly from the originalKirby Fighters sub-game, though with a few changes. The upper screen typically only displays the life meters of the fighters, including information about which team each fighter is on if applicable. The lower screen is merely used to further detail fighter information in standard battles. In the single-player mode, the lower screen shows the player the difficulty, how many rounds are left, and features a cumulative in-game timer for the whole run.
- During regular gameplay, only the health bars of fighters are visible on the HUD.
- During boss fights, bosses have their own health bars.
Kirby and the Rainbow Curse[edit]
Kirby and the Rainbow Curse keeps a relatively simple HUD during regular gameplay, similar to that ofKirby's Return to Dream Land. HUD elements are as follows:
- In the upper-left is a meter that shows how much ink is available to draw rainbow ropes, which depletes as ropes are drawn and replenishes at varying rates depending on where Kirby is on the stage.
- Beneath the ink meter is the Point Star counter, which rewards Kirby with aStar Dash upon reaching 100, then rolls back over.
- Along the bottom of the screen are the life meters for each character in play. Kirby's health and status is always the left-most of these, and those of theWaddle Dees only appear when they are in play. Kirby's health is measured in four bars, and the Waddle Dees each get two.
As usual, a boss health meter appears during boss fights, appearing in the upper-right corner. Notably,Kirby and the Rainbow Curse features an extra life and score system as well, but these are only visible on menu and pause screens.
- During regular gameplay, HUD elements are displayed in the upper-left and lower-left corners, and are kept relatively simple.
- As usual, health meters appear during boss fights, this time appearing in the upper-right corner.
Kirby: Planet Robobot[edit]
Kirby: Planet Robobot uses the same basic HUD layout as the preceding gameKirby: Triple Deluxe, but with small touch-ups to the layout and a visual overhaul to match the futuristic aesthetic of the game. There are a few additions and changes to the lower screen, as follows:
- The point star counter has been moved to the upper-right corner.
- The Sun Stone counter has been replaced with aCode Cube counter, and has been moved to the top-center.
- Buttons have been added on the left and right sides which activate menus foramiibo andMiiverse respectively. The Miiverse button is not present in the game's Korean version.
InMeta Knightmare Returns, the lower screen is given an overhaul, eschewing the Assist Star space in favor of a layout similar to that of Meta Knightmare Ultra fromKirby Super Star Ultra. This layout features an energy meter and four different special moves which cost energy to activate.
- Kirby: Planet Robobot has largely the same HUD layout as the preceding gameKirby: Triple Deluxe, with a few small adjustments, additions, and visual changes to match the new aesthetic.
- The lower screen for Meta Knightmare Returns features an energy meter along with buttons to activate four different special moves.
Team Kirby Clash Deluxe[edit]
Team Kirby Clash Deluxe has a very simple HUD setup, consisting of life meters for each member of Team Kirby in the lower part of the upper screen, and a timer in the upper-left corner which counts down, forcing the player to either spend moreGem Apples or resign the fight if it expires. The lower screen merely contains information about the members of Team Kirby extraneous to the fight itself, and at regular intervals, messages appear in the upper screen detailing various events in the fight.
- During regular gameplay, the only real HUD elements are the life meters of the members of Team Kirby along the bottom of the screen and the timer in the upper-left corner.
Kirby's Blowout Blast[edit]
Kirby's Blowout Blast features standard HUD elements in the upper screen, occupying the corners. They are as follows:
- The upper-left corner contains the timer, which defeats Kirby if it expires.
- The lower-left corner contains Kirby's health meter.
- The upper-right corner contains the score, and also displays additional text when combos are scored.
- The boss health meter appears in the lower-right during boss battles.
The lower screen tells the player which stage they are in and what their best score was if applicable.
- During regular gameplay, HUD elements occupy the corners of the upper screen.
- During boss fights, the opponent's health meter appears in the lower-right corner.
Kirby Battle Royale[edit]
Kirby Battle Royale has different sets of HUD elements for each of its ten battle modes. Generally speaking, the game opts to have no HUD elements on screen, only making them appear when they are needed, though some battle modes cannot afford this luxury. The following is an overview of how each battle mode handles its HUD:
- Battle Arena - There are no HUD elements whatsoever on the upper screen.
- Apple Scramble - For the most part, there are no HUD elements on screen, but a score display will appear whenever the score is updated. Once the timer reaches 30 seconds, the score display will always display on screen.
- Coin Clash - At all times, the scores of each contestant or team are displayed in the upper-right, with the relative positions of each score display ordered by amount. When a player is being possessed by aghost, the ghost icon will appear over that player's face icon.
- Attack Riders - At all times, the scores of each contestant or team are displayed in the upper-right, with the relative positions of each score display ordered by amount. When the player is controlling theBlaze Wheelie orElectro Shock Tank, a meter appears in the upper-left which informs the player of when the vehicle is ready to use its attack.
- Crazy Theater - There are no HUD elements during regular gameplay excepting the overlay timer milestones.
- Rocket Rumble - There are no HUD elements during regular gameplay excepting the overlay timer milestones. The score is shown after gameplay has finished.
- Robo Bonkers - The health meter of Robo Bonkers is shown in the upper-left corner, and the scores of each player or team are displayed in the upper-right corner, with the relative positions of each score display ordered by amount.
- Slam Hockey - The score of the game is constantly shown at the top of the screen, with the leading player or team receiving a crown. At regular intervals, a roulette appears which shows which player is the "target".
- Ore Express - There are no HUD elements whatsoever in the upper screen during gameplay. The score is briefly displayed at checkpoints, pausing the game for a moment to show it.
- Flagball - There are no HUD elements whatsoever in the upper screen during gameplay. The score is briefly displayed after a goal is made.
In all battle modes that rely on a timer, various milestones are briefly shown in large print overlaying the upper screen when they occur, as opposed to having a regular timer on screen at all times. In the lower screen in each battle mode, the health meters of each contestant are shown.
- In Attack Riders, the scores of each player or team are always visible in the upper-right.
- Coin Clash also displays the scores of each player or team in the upper right.
- Robo Bonkers features the health meter of the eponymous boss at all times during gameplay.
- In Slam Hockey, the score is always shown at the top of the screen.
Kirby Star Allies[edit]
Kirby Star Allies returns to the general HUD layout established byKirby's Return to Dream Land. During regular gameplay, it features the following information:
- In the upper-left corner are counters for extra lives and point stars, which functions identically to the way it did inKirby's Return to Dream Land.
- Along the bottom of the screen are health meters and status icons for each character in play.
Additional information is added based on the situation and/or game mode as follows:
- If "Display tips" is set to ON on a brand-new save file, after gaining the ability to throwFriend Hearts, buttons displaying specific actions that can be performed appear in the upper-right of the screen. These disappear temporarily for boss fights and disappear permanently once the player makes it to theFortress of Shadows: Jambastion.
- During mid-boss and boss fights, the opponent's health meter is shown in the upper-right. Bosses have larger health bars compared to the mid-bosses.
- InGuest Star ???? Star Allies Go!, a cumulative timer is added in the upper-left, along with a display showing how manyPower-Up Hearts the player has collected in that level.
- InHeroes in Another Dimension, a counter is added in the upper-left which shows how many Friend Hearts have been obtained in the stage.
- InThe Ultimate Choice, the life and point star counters are replaced with a score counter and cumulative timer, along with the name of the current difficulty. The score counter and timer disappear during the battles againstVoid Termina,Void Soul andVoid on the higher difficulties.
- During regular gameplay, the only HUD elements visible are the extra lives and point star counters, and the health meters of each active character.
- During boss and mid-boss fights, the opponent's health meter appears along the upper-right.
- In Guest Star ???? Star Allies Go!, an extra display is added to the upper-left which shows the in-game timer as well as how many Power-Up Hearts the player has collected in the level.
- In Heroes in Another Dimension, a counter is added in the upper-left which shows how many Friend Hearts have been obtained in the stage.
- In The Ultimate Choice, the extra life and point star counters are replaced with the name of the current difficulty, the player's score, and the in-game timer.
Kirby's Extra Epic Yarn[edit]
Kirby's Extra Epic Yarn has the same main HUD elements as the original game in the upper screen. The addition of a lower screen allows for more information to be displayed. In regular stages, a display there contains each piece of treasure that the player has managed to pick up in the stage. During boss fights, a decorative illustration shows instead. There are two buttons at the bottom for pausing the game and dropping aRavel Ability if the player has one at the moment, which can be tapped with the stylus.
InDevilish Mode, the lower screen is now colored purple and pink to match the colors of theDevils, especiallyWe-Devil. A star-shaped life meter is also present which displays how manyLife Pieces the player currently has. In regular stages, collected treasures are moved slightly to the left to account for the presence of the life meter.
- The addition of a lower screen allows the player to keep track of treasures they have collected in the stage.
- The lower screen's interface duringDevilish Mode is slightly altered to feature a life meter and a purple-pink coloration for its background.
Super Kirby Clash[edit]
Super Kirby Clash has all of the same HUD elements as its predecessorTeam Kirby Clash Deluxe, minus the elements present on the Touch Screen.
Kirby Fighters 2[edit]
Due to being made for a single-screen system and the inclusion of a story mode,Kirby Fighters 2 has had its HUD elements slightly reworked when compared to its predecessorKirby Fighters Deluxe. During normal battles, the only thing shown on the HUD are the health meters of each fighter, along with icons representing which teams the fighters are on if applicable. However unlike in its predecessor, the specific numerical health values for all fighters are displayed below their health meters. InSingle-Handed Mode, an incremental timer is added to the upper-left corner. InStory Mode: The Destined Rivals, story items collected will briefly display in the upper-left next to the timer which counts down, defeating the player if it expires. During boss fights, the enemy's health will appear in the upper-right corner.
- During regular gameplay and default settings, only the health bars of each contestant are visible on the HUD.
- In Single-Handed Mode, an incremental timer is added to the upper-left, which serves as the player's "score".
- In the Story Mode, any story items the player has will briefly display in the upper-left next to the timer.
- During boss fights, a health bar for the opponent(s) appears in the upper-right corner.
Kirby and the Forgotten Land /Kirby and the Forgotten Land – Nintendo Switch 2 Edition + Star-Crossed World[edit]
Unlike previousKirby games, HUD elements inKirby and the Forgotten Land and itsNintendo Switch 2 Edition only appear on-screen when they are relevant. In normal gameplay, there are typically no HUD elements on-screen at all. The following info is conveyed during regular gameplay:
- The upper-left corner features Kirby and Bandana Waddle Dee's health bars. Underneath the health bars is an icon showing any heldStock Items Kirby might have on hand. Underneath that are timers showing how long active Attack Boost or Speed Boost items last. The health bars disappear from the HUD if Kirby and/or Bandana Waddle Dee are at full health; the Stock Item icon disappears if no items are being held; the Attack Boost and/or Speed Boost item timers disappear once time runs out for any of them.
- The upper-right corner features counters forStar Coins andStarry Coins, which usually only appear on-screen if a Star Coin or Starry Coin is collected during gameplay. InWaddle Dee Town and on the world map, aRare Stone counter is also present, with much the same purpose.
- In the lower-left corner, a small indicator saying "Checkpoint" will flash briefly whenever Kirby reaches a point where he will reappear if he is defeated.
- In the lower-right corner,mission objectives will appear in a small display whenever they are fulfilled during gameplay in regular stages or Starry Stages. The same holds true after collecting apiece of Leon's soul in the stages present inForgo Dreams.
- On-screen, various tutorial prompts will appear in certain situations, including small video displays and information on controls. These may appear in either the lower-left or the lower-right corner depending on the context.
- Dialogue pop-ins fromElfilin may appear in the bottom-left corner in certain scenarios, typically to point out areas of interest or provide tips.Commentator Waddle Dee's commentary also appears in the bottom-left corner when challenging theColosseum.
- During boss fights, the enemy's health bar is displayed in the bottom-right corner for the duration of the battle. Just like inKirby Star Allies, bosses have larger health bars compared to the mid-bosses.
- In theColosseum, a timer that actively runs during boss battles is added to the top of the screen. The only circumstance in which this timer isn't shown is during the final battle of each cup.
- Kirby battlingWild Edge in Downtown Grassland, with the mid-boss' health meter visible
- A "Checkpoint" indicator appearing on the HUD inThrough the Tunnel
- A tutorial prompt and video being displayed forBoating Ring-Mouth Kirby inAbandoned Beach
- A mission prompt appearing inWelcome to Wondaria
- The timer visible in the Colosseum's waiting room
Kirby's Dream Buffet[edit]
The HUD forKirby's Dream Buffet is minimal in most situations, only showing the most important information at any one time, and having pop-up information for certain other interactions. During regular gameplay, a counter at the top of the screen always shows the player how manystrawberries they have, while in the lower-right, a small portrait of the player's Kirby along with their username is displayed. Most of the time, the player's placing is shown next to their score, but this is not always the case, particularly not in Single game-modes. DuringMinigames andBattles Royale, a timer appears in the upper-left corner which gradually ticks down until reaching the last 5 seconds, where it then counts in the middle of the screen.
During Battles Royale and inFree Rolling, a small notification appears at the bottom of the screen whenever the player defeats another one. Additionally, small notices pop up above the player's Kirby at times, such as when they "size up" from eating strawberries or need tohover (showing a stamina wheel). At all times during gameplay, an arrow points toward the player's Kirby to help keep track of his position on the board.
- Basic racing gameplay inKirby's Dream Buffet, with the strawberry counter and player icon visible
- Gameplay during a Minigame, with the timer running out
- Screenshot of Battle Royale gameplay, with the timer in the upper-left
- A Battle Royale going into overtime at the end of aGourmet Grand Prix, showing the placing in the upper-middle and a "defeated" notice at the bottom
Trivia[edit]
- According toMasahiro Sakurai, one of the reasons the HUD forKirby's Adventure was made to encompass the entire lower portion of the screen was to help curtail Kirby's ability to simply fly over obstacles by reducing the overall "size" of the environment.[1]
References
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