Quick! Need Kirby GBA thoughts!

Brandon F

Well congratulations! You got yourself caught!
About to take a trip cross-country. Haven't bought a new GBA game since Astro Boy, and this has been on my mind after reports of it's Metroid-esque approach to game progression.

What are we talking here though? The same mindlessly simple play mechanics(that I didn't care for in the last Kirby game) simply expanded from linear corridors to a sprawling maze? A deceptively cute yet middling attempt to capitalize on Kirby powers for overgenerous map completion? Is the bounty of having a massive map worth the $30 asking price?

Or, do we really get some interesting platforming and combat situations this time around? How about the cell-phone gimmick?

I NEED TO BE TEMPTED! (In the next 30 minutes or bets are off...and I get Zelda 2/CV)
 
Best Kirby ever. Combine the Great Cave Offensive from Superstar with Clash at Demonhead's intertwining levels. Superstar had better power ups, but most abilities still have several moves like in Superstar and the puzzles are often well thought out. Getting %100 is somewhat challenging, and you will die more often than other kirby games, even if the actual enemies and bosses are only a little harder than most Kirby games.

Awesome game. Lots of gameplay, lots of fun. Plus, you get an awesome ability after you win the game that really helps get anything you missed. The cell phone is not that useful, but it is fun if you want to make fights easier or more chaotic.

I still would have preferred a Clash at Demonhead 2, but that's just me. The collection treasures are useable, but I would have liked more than heart containers, (tons of) alternate colors, and music/sounds. Still, it is great fun to track them down. You also create new passages connecting the very large world back to the hub and giving you easy access to most abilities.

It is far better than the dull, simplistic Kirby 64 and Kirby's Dreamland 3 that came after Superstar.
 
A good start, though I never did play Superstar, or much of the SNES stuff at all. My experience lies with the old GB carts and of course the NES/GBA Adventure revisit.
 
woah, I thought the NES/GBA revisit WAS superstar saga?

Oh wait, Nightmare in Dreamland... that's the one I was trying to refer to.

So yeah, if you didn't like Nightmare in Dreamland, I cannot reccomend the new one.

- but it does have 2-4 player co-op.
 
It's great, however the map/door thing can be confusing sometimes. I got stuck about 30% in the game cause i just couldn't find where to go, so i just went everywhere i could and still didn't find the way. Yeah i probably suck :/
 
I liked the NES game, but it was too simple and short to bother repurchasing as Nightmare in Dreamland. The only other Kirby I liked much was Kirby Superstar (Superstar Saga is Mario & Luigi, not Kirby) as the original GB game was too simple and straightforward (though fun) and Dreamland 2 and 3 as well as Crystal Stars were so slow paced that they were quite boring.

Amazing Mirror is all about maze exploration and provides an experience very similar to classic NES games like Battle of Olympus and Clash at Demonhead,although the layout is much more complex and once you find the hidden map in each level it becomes easier to get around.

The basic combat is similar to other Kirbys, but the world is far different, comparable only to a far less linear version of The Great Maze Offensive in Kirby Superstar.
 
That actually sounds kinda interesting. Though I still am concerned that padding out a huge map is not such a rewarding enterprise when the underlying mechanics are so Kirby-centric.

I mean unless there are some permanent ability upgrades, I have always disliked scouring for that one enemy power that can get you through some weird brick wall, as in past games. Even more annoying is losing that ability en route and having to trudge back to the respawning foe again to re-attempt. Considering this was pretty much the core dexterital challenge the series ever offered, I can imagine the holy hell that would be a game entirely built on this concept...which is what I fear.

I really am just curious if the map padding is a well produced addition to the gameplay, or merely a baseless excuse to extend logged player time.
 
Brandon F said:
I have always disliked scouring for that one enemy power that can get you through some weird brick wall, as in past games. Even more annoying is losing that ability en route and having to trudge back to the respawning foe again to re-attempt. Considering this was pretty much the core dexterital challenge the series ever offered, I can imagine the holy hell that would be a game entirely built on this concept...which is what I fear.
Then your worst fears will come true. There is quite a few places (mostly branches) in the game where you'll only get through if you got the according ability. However most of the time you will be able to get that ability for free before you go through the door that leads to the level, which means if you lose that ability on the way you cannot make it through the level anymore, unless you can get that ability from one of the monsters in the level. Hope that doesn't sound too complicated.

I eventually got stuck in one of those places.
 
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