Inhale, copy and float through the first stage
Learn Kirby’s original NES actions and how to inspect an unfamiliar ability.
The original 1993 NES Kirby’s Adventure. This guide uses NES sprites and screenshots, excluding Game Boy Advance Kirby: Nightmare in Dream Land additions and the separate 3D Classics presentation.
Choose a star shot or a copied power

A jumps and B inhales when Kirby has no Copy Ability. After inhaling a suitable enemy, press B to spit a star or Down to swallow and gain its power. Test this on a safe approach, with enough room to see the result. A copied attack changes the way you handle enemies, so do not assume that every new power has the same reach.
Use flight to arrange the next landing

Press Up to inflate Kirby, then use the aerial movement to line up with a platform or door. Flying gives you time to choose, but it does not make enemies harmless. Move around them with space to spare and land where the next ground attack is comfortable. The opening Vegetable Valley course offers a useful place to practise that transition between floating and walking.
Read the ability screen when the action changes
Start pauses the game and shows information about the current Copy Ability. Read it after gaining an unfamiliar power, then practise in the next clear area before entering a crowded room. Select drops an ability, allowing a return to ordinary inhaling. When hit, Kirby may also lose a power as a bouncing star; recover it only if the surrounding route is safe.
Pause to read a new power, then give it one safe trial before depending on it.
Picture details
Game artwork belongs to its respective rights holders.
References
Covered edition: The original 1993 NES Kirby’s Adventure. This wiki uses NES sprites and screenshots, excluding Game Boy Advance Kirby: Nightmare in Dream Land additions and the separate 3D Classics presentation.
