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    Squidget's Kirby's Adventure (NES)

    [February 23, 2007 06:57:10 AM]
    The Kirby series has always been a unique style of platformer. While it maintains many of the conventions of the genre (side-scrolling movement, jumping, ect) it is in practice a very different core mechanic from the Mario series or similar games. The ability to float allows you to easily bypass most obstacles that would give other characters pause, such as high walls. In this way, the usual long jumps and careful hops are replaced with more complex ariel maneuvers, such as flying through tight corridors while buffeted by wind.

    That said, the real innovation in the Kirby series lies in the ability to absorb powers. Almost every enemy has a special power of some kind, and when Kirby devours them he gains the ability to use that power. This creates interesting puzzles where you use the surrounding enemies and environment to find your way past obstacles. Perhaps you cut through challenging foes by stealing an enemy's sword, or burn through a wall by breathing fire. This keeps the game interesting and the puzzles varied, since you are constantly discovering new challenges and solutions to problems.

    Unfortunately, there are times when the mechanics limit the game design too much. For example, Kirby is not able to do any serious damage to boss monsters without either acquiring a power or spitting enemies at them. Thus, boss monsters are largely about which power you enter with, and if you lose the power you're reduced to sucking in their shots occasionally and trying to deal a bit of damage over time. Ultimately, it slows the game down and weakens the boss structure - I would much rather see bosses built around specific powers that you would have available throughout the fight. There is one battle that gives you a specific power (a swordfight) and it's easily one of the most enjoyable segments of the game.

    Peace,
    -Squidget
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    Squidget's Kirby's Adventure (NES)

    Current Status: Playing

    GameLog started on: Friday 23 February, 2007

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