Kirby and Well Rounded Powers

This last June, Kirby: Planet Robobot was released state-side, quickly receiving praise from critics and fans alike. Needless to say—being the avid Kirby fan that I am—I jumped on it six months after the fact because I wanted to complete Mario & Luigi: Paper Jam first. What? Grad school doesn’t leave me with much time to spend on getting through my backlog, okay? Regardless, I’d say, without hesitation, that this is the best of the “modern-style” Kirby games that started with Return to Dreamland. Great music, enough of a plot to keep things interesting, lots of fan-service, and a gimmick that actually meshes with the core gameplay instead of being an intrusive pace-killer. And as with any Kirby game, it features new powers! And they…kind of suck, to be honest.

And as with any Kirby game, Planet Robobot features new powers! And they kind of suck, to be honest.

Okay, now that I’ve gotten the requisite suck pun out of the way, let’s talk powers. Kirby’s copy abilities were first introduced in Kirby’s Adventure, released in 1993 for the Famicom and NES. These abilities gave Kirby a single attack that imitated the ability of an enemy character. The concept remained much the same until Kirby Super Star in 1996 when most—but not all—copy abilities were given a variety of techniques the pink protagonist could perform based on what button combination the player inputted. Some abilities have traditionally had very few individual attacks, while others let the player revel in a vast array of possibilities. For the most part, entries in the franchise have followed one of the two aforementioned schemes, with the Super Star style being more prevalent as well as what the recent titles use.

So, let’s examine how the evolution of this system effects powers individually and each game’s gameplay as a whole.

Number of Attacks

As stated before, the number of available moves in each ability’s repertoire has increased from the copy mechanic’s introduction. In Kirby’s Adventure, each power only had one attack (though one could argue backdrop and U.F.O. are exceptions). This allowed players to easily pick their favorites and avoid those they didn’t like. This also, unfortunately, meant that powers easily got stale and that few, if any, abilities stood out as particularly fun. Strangely, I’d argue that the game made it work; since no one power (or at the least, commonly available one) stood out as “the fun one” the player wasn’t inclined to become attached to what he currently had, meaning he would be more willing to part with it, making for more dynamic gameplay.

And an adorable picture of Kirby being a narcissist.
Kirby’s Adventure only provided one page for it’s copy ability descriptions, most of it flavor text.

Kirby Super Star changed this by assigning multiple attacks to most copy abilities. This drastically changed the dynamic as now each power became far less situational. Copy abilities on average had somewhere between four and seven attacks and a list of them was conveniently provided on the pause screen. I must commend the designers, as most of the abilities are fun to use with only a handful of duds. That said, the expanded move set does mean players are going to find some abilities more fun than others, meaning they’ll be less willing to part with them which ultimately discourages the varied gameplay Kirby’s Adventure had.

Then there’s the current generation of Kirby games. For brevity’s sake, I’m only going discuss the current gen powers featured in Kirby: Planet Robobot (and probably totally not because I’m too lazy to switch cartridges on my 3DS or boot up my Wii). The number of moves for this new set of powers typically weighs in around eight to eleven, with a few of the attacks being variations of or similar in function to others. This produces a state of decision paralysis when trying to learn the new abilities, especially when two attacks are similar. For the majority of new abilities, I would look at the move list and think to myself, “surely there’s a proper time or context for this attack.” Unfortunately, there often isn’t, at least not that I can see. Notably, most of the older abilities are similar to their previous iterations, if not completely untouched. In my opinion, this makes the classics more approachable gameplay-wise as most of them are easier to learn with attacks that have a clear and easily understood purpose. The one new copy ability in the game I genuinely liked, ESP, happened to be the one with the simplest move set.

...which probably means yo-yo will never make another appearance...
Coincidentally, this ability’s costume also resembles one of my favorite powers from Kirby Super Star.

Copy Ability Versatility and Variety

So what does having a wide array of moves do for Kirby’s copy abilities? In short, more moves theoretically increases the versatility of the ability. If one move allows Kirby to easily dispatch a foe in front of him and another move defeats opponents above him, the player is equipped to handle two different scenarios. There are two main factors in determining a copy ability’s versatility: range and what I like to call “angle of attack”, with the presence of a defensive ability making for a third factor of nominal importance.

There are two main factors in determining a copy ability’s versatility: range and what I like to call “angle of attack”.

Range is self-explanatory; it’s simply how far the attack reaches. Short range attacks require Kirby to be near his target to be effective; long range allows Kirby to rain cute death upon his foes from a safe distance. Simple. Angle of attack isn’t much more complicated. Heck, I’ve already given an example of it in the previous paragraph. It simply determines where the opponent has to be for the attack to hit him. In the context of Kirby, there four basic angles of attack: upwards, sideways, downwards, and radius attacks—the last of which refers to attacks that strike in all directions (they’re common enough to warrant their own classification). Of the two, angle of attack has the most influence over an ability’s versatility.

As I’m sure you’ve already figured out, the copy abilities in Kirby’s Adventure provide only one angle of attack of set range. High-jump attacks opponents above Kirby at close-range (though Kirby covers a long distance in the process), while spark attacks enemies within a short radius of Kirby. Kirby Super Star expands the role of most copy powers, allowing Kirby to make use of multiple angles of attack with a single ability. That said, most powers are still limited in range or angle of attack, requiring the player to plan around his ability’s limitations or find one more suited for the situation at hand. For the ones that do provide good coverage of all angles, they are usually rare or have some sort of drawback, like yo-yo’s long attack animations.

Here’s where my second issue with more recent copy abilities comes into play: they’re too well rounded. Most of the new abilities include attacks for every angle and often times multiple ranges too. Lacking weaknesses actually makes them less fun, not necessarily because it makes the game too easy (it’s Kirby; it’s always easy) but because they all feel very samey. Even some of the older powers have received similar revisions, like the unnecessary addition of an upward attack to the stone ability’s move list. Admittedly, this is a rather technical complaint and probably doesn’t apply to everyone.

Lacking weaknesses actually makes copy abilities less fun.

Refinement is a Subtractive Process

Despite most of its new powers not being particularly interesting, Planet Robobot actually does adhere to the limited copy ability design that I’m advocating, specifically the robobot powers. Each robobot copy ability has a very limited moveset, and as a result, each one feels unique. And just so it’s clear that I’m not being a nostalgia-blind curmudgeon, I like most the ideas for each ability (leaf and archer were long overdue), and I think if Hal streamlined the abilities so that they fulfilled a unique niche, instead of every niche, they would have some real winners.

I just love the armor's tiny feet! I don't even know why; I just think the suit's proportions are cool.
The robobot armor’s sword ability only has three attacks. Three incredibly satisfying, easy-to-use attacks.

For those familiar with my previous work, these points probably sound quite similar to my second article, The Streamlined Turnabout. While feature-rich games and mechanics are great (especially from a marketing perspective), continually adding ideas runs the risk of producing bloat. Much like cutting and polishing a diamond to make it shine, video games can greatly benefit from the occasional trim.


About the Author: Glen is a lifelong Nintendo fan whose love of video games has inspired him to pursue a career in computer programming. He is currently studying for his masters in Computer Science at Oklahoma State University. His first Kirby game was Kirby 64, which led to a lot of confusion when trying to figure out how to make combo abilities in Kirby Super Star.

I got a Fake NES Classic & It’s WEIRD


Scott’s Mom bought an “NES Classic Edition” online. Turns out, it’s fake. Maybe the $8 price tag should have been a clue. But it’s still a ton of fun! You won’t believe some of the mods on this thing. Watch and be amazed.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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TBC TMNT II TAG LP FTW


Sorry for the overly complicated title, but… made you click! Translated into English, that’s “Two Button Crew Teenage Mutant Ninja Turtles II: The Arcade Game Let’s Play For the Win. Got it?

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Episode #750: SUPER SPIKE VOLLEYBALL!


What do you do when your YouTube channel reaches the incredible milestone of 750 episodes? Play one of your all-time favorite, most under-appreciated NES games, of course! What could be more enthralling than watching two dudes stream an ancient sports game? Don’t move and don’t click away—this game is awesome and we’ve been trying to tell you for years. Enjoy!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Ranking the Top 10 NES Games (Comicon Panel)


Simeon and Scott were graciously invited to rep Two Button Crew, and all Nintendo fans, at Lilac City Comicon 2018. It’s been a lifelong dream to run a convention panel, and if we say so ourselves… it went over flawlessly.
…Except for maybe the list itself! That was whack! With audience participation, we formed the “definitive” top 10 NES games of all time. Watch the chaos unfold and tell us if you agree in the comments.
“Exit the Premises” Kevin MacLeod (incompetech.com)
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Super Mario Bros. 3, the Pinnacle of Mario?


The game that MANY would consider the best title on NES is here: Super Mario Bros. 3, the greatest platforming threequel.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Bionic Commando for NES


In our previous video, we tried to guess video games using only 3-word clues. That was not easy. The game we’re playing today is even LESS easy! Bionic Commando was voted (by our Patrons) as today’s Let’s Play Classic pick. When will they ever give us a break to try something easy?!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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8-Bit Batman (NES [But LOOKS Like SNES!])


This game is insane. It’s absolutely nutso-butso, if we’re being completely honest. It’s an NES game that looks like a Super Nintendo title. Sunsoft knocked it out of the park, making a title that’s true to Batman, challenging for the player, beautiful to progress through, and fun to play.

“Exit the Premises” Kevin MacLeod (incompetech.com)
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SHOULD Switch have Virtual Console?


Almost everyone is saying a big, loud, resounding “YES,” Switch needs to have Virtual Console! But Simeon and Scott are both coming at this topic from a different perspective. Before clicking that downvote thumb and leaving a nasty comment, watch the video to the end and see if we present any compelling cases for why Nintendo should abstain from selling their old retro releases to us, once again, on a digital storefront.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Kid Icarus: Remember to Hold “Up”


Kid Icarus was forward thinking for its time, but it never really earned the title of a great game. It’s fun to play for a little bit, but Simeon and Scott will be pointing out some of the game’s glaring shortcomings, and stick around for the end to discover why the NES Classic Edition version is potentially the worst!

“Exit the Premises” Kevin MacLeod (incompetech.com)
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Episode #666 – Devil World (NES)


How could we not make a video about Devil World for our 666th episode? We practically had no choice. There was no better time to take a look back at one of Miyamoto’s first creations for the Famicom. This Pac-Man clone had some features that stood out and made it quite unique. Too unique to be brought to North America, in some ways!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Are Classic Editions the New Virtual Console?

We will be attending Classics Anonymous.


“Virtual Console” isn’t a term that we hear much these days, especially compared to all the buzz surrounding the SNES Classic Edition and the NES version before it. We’re wondering: Are these special retro consoles here to stay, while VC takes a back seat? Will we ever see Virtual Console on Switch? Let’s discuss!Footage credit: Polygon

Footage credit: Polygon
“Escape the Premises” Kevin MacLeod (incompetech.com)
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Classics Never Age

With the release of the NES Classic Edition just a couple days ago, I can’t help but reflect on what makes classic Nintendo games so special. Since those 8-bit days years back, technology has advanced an exponential amount, but yet, we keep going back to the hits of yesteryear. Why is this? In the present day and age of 4K television sets, Nintendo is releasing a system with games over 30 years old. This seems very ironic, and at the same time, it just seems right. For those who don’t know, the NES Classic will include 30 classic NES games, all in HD. It could, of course, be a Holiday filler for Nintendo in what otherwise may be considered a drought, but nonetheless, it’s something I am personally pumped about!

I have to admit that I own 95% of these games already, most of them through virtual console and the ambassador program. That being said, I am still getting an NES Classic. Maybe it’s the fact that all of the games are in an incredible looking shrunken NES, or because you can experience them with a replica NES controller, or maybe because I am way too quick to throw my money at Nintendo. Regardless, this is such a great way to appeal to seasoned gamers who can never get enough, and new gamers wanting to experience these games for the very first time.

These titles never really seem to age, and when I say “age,” I mean go out of style. Once in a while I go back to a Nintendo 64 game and the frame rate is just so bad that I have to stop. But NES games (most of them) don’t seem to bother my eyes as much. On top of that, the 8-bit style seems to be trending; that is, it’s cool again. I feel like the classic style is viewed as an art form today. Not only the graphics, but the music as well. Whenever I play a really old game, I always admire all of the limitations that the developers were up against, yet they still managed to provide a fun experience. Some developers are still taking advantage of this. Yacht Club Games recently developed Shovel Knight. I can’t even begin to describe how much I enjoyed my experience with that game. Despite all of the advances in game development techniques and top notch engines, they made Shovel Knight with a very classic feel, sound, and challenge. It sold well – REALLY well. This just supports the argument that graphics are not everything, and in fact, I view them as secondary (but that is a rant for another time).

Not only do these games capture an art style that never gets old, they provide a level of challenge that almost goes unmatched today. I can’t even count the number of times that I spent 40 minutes trying to get through a stage in Kid Icarus and collecting as many hearts as possible to power up, while missing the final jump in a level by a pixel and falling to my death (I’m finished!). The games can be relentless, they can be mean, they can make fun of you, and they can even be unfair. But I feel like this only adds to their personalities. I will never forget the feelings of accomplishment that I achieved when I first defeated Medusa, Mother Brain, and Ganon for the very first time. You have to WORK for it. If you are having a tough time beating a level, there will not be a character pop up to offer help. You have to get better, or there will not be any progression. I understand that Nintendo has to appeal to a much broader crowd now days, and I have absolutely no problem with the helping systems they put in place, but sometimes it’s nice to play a game that respects one’s level of skill.

Nintendo knows that they are sitting on a gold mine of classic games. In my opinion, the NES Classic Edition is a fantastic idea, despite the fact that most of these games have been released countless times in the past. It’s something that old and new gamers alike can enjoy. These games are like wine and cheese. They only get better with age.