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.

Donkey Kong Country 3 – The Threequel!


You know the drill! Our viewers love the Donkey Kong Country series, but Simeon and Scott are lukewarm on it. We feel all alone on this, out there playing to the beat of our own konga drum. But never fear! We find plenty of things to appreciate about the series and this Dixie-specific outing.

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Tetris & Dr. Mario: 2 Games in 1!


Tetris & Dr. Mario might just be the greatest video game compilation of all time. You can’t go wrong with either of these titles, but mashing them together?! That’s ingenious!

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Should I Buy the Super Nt in 2018?


Super Nt is basically a brand new SNES console that outputs to HDMI. It takes your old / original controllers and cartridges and gives you brand new hardware to play them on. OH, AND IT WORKS WITH SUPER FAMICOM STUFF TOO!

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Mario & Wario (via Super Nt!)


Thanks to one of our Patrons, Enrique, we have a Super Nt to try out! What does that mean? We can play Super Famicom games from Japan, with an SNES mouse, and plug it in… TO HDMI! Can you believe it? Oh this is going to be a great time. Enjoy!

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DKC2 – Diddy’s Kong Quest (It’s a Pun)


Each week, Patrons of Two Button Crew vote on which classic game we will play live on our stream. This time, DKC2 was the winner! Simeon and Scott have played the original on a previous video, and weren’t too taken with the game’s weird graphics. Will the sequel win them over? Will patron’s feelings be hurt? Watch and find out!

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What’s the ActRaiser Hype About?


We have no idea what this game is, or why it’s so popular, but we’re here to find out. Plus, you get to name your character in this title, and that’s always a hilarious affair.

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October’s Nintendo Experience

Welcome back to the Nintendo Experience! I’m once again expanding the list of necessary games for every Nintendo fan. We’ve since added Photo Dojo to the list as the essential DSi game, and we’re moving on.

For the past few weeks I’ve really been enjoying the indie title Axiom Verge, and while it won’t be making its appearance on the Nintendo Experience, it is a great game. While trudging through the depths of cyberspace… or the subconscious… or another dimension… whatever that setting is, it got me thinking of the game that inspired it.

Super Metroid for the SNES is a Nintendo classic through and through. Originally marketed as Nintendo’s biggest game yet (see our Watching Old Nintendo Commercials episode), it sure does show. The game’s environments and inhabitants are varied and give an awesome sense of exploration and conquest as you traverse the world of Zebes. from your initial encounter with Ridley to the final showdown with Mother Brain, it is an unforgettable thrill-ride.

One of the clear inspirations that Axiom Verge took from Super Metroid is its use of traversal items. Though the two games’ items differ in specific application, they both serve the purpose of making you feel like you have the freedom to go anywhere and everywhere. You may start out feeling like you don’t have much in the way of mobility, but soon enough you’re getting from point A to point B using methods of which you’d never dreamed. The sense of control you have over your character and freedom to explore the environment is truly a great feeling.

It was also nice to recently revisit Donkey Kong Jungle Beat in a recent episode (man, I’m killing it with these shameless self-promotions!). There is something to be said about the Donkey Konga Bongos. While Donkey Konga and its sequel were alright for rhythm games, Nintendo didn’t leave the peripheral to be used for one game only. They decided to do what no one else had thought of: use a rhythm game controller for another kind of game. That’s genius! Have you seen “Guitar Hero Platformer” or “DDR Fighter”? No! Of course, you haven’t because Nintendo has harvested all of the geniuses in the world to come up with those ideas for them.

As far as how the game actually plays, it’s pretty good (nothing ultra groundbreaking besides the control method). But it’s the fact that one day, someone sat down and said “let’s use a set of drums to control a character,” then made it work that lands it a “must play” sticker for me.

Well, that’s it for the Nintendo Experience for now. It feels good to finally see the shelf start to fill out.

nintendo-experience

Super Mario RPG – Nintendo Experience

Super Mario RPG. It is the only one just for me.


The Nintendo Experience continues as Simeon discusses his personal favorite Mario RPG: Super Mario RPG: Legend of the Seven Stars!

Shot by Alex Campbell

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What Makes Geno So Special? HUH?!


Geno has a cult following, that’s for sure. This weird wooden wizard gained immense popularity after starring as one of the playable characters in Super Mario RPG. But what makes him so special that fans would still be clamoring for him to become playable in Super Smash Bros. titles to this day? Allow us to consult our resident Geno expert to bring you the best answers.

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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.

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The Most SUPER of METROIDs? (SNES)


Simeon and Scott played Xeodrifter earlier this week, a game which probably wouldn’t exist if it weren’t for Super Metroid. In this SNES Samus outing, we take control of the bounty hunter and explore a mysterious world.

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In the Ring with Super Punch-Out!!


Little Mac is one of the littler big stars of Nintendo’s original IP. You don’t hear people begging for new entries in the series often, but fans of the Punch-Out games often speak highly of the few outings he’s had. We’re turning on the SNES Classic Edition to give this game a spin, and see how far we can get in single player mode before being knocked out cold.

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Surviving Contra III: The Alien Wars


Our viewers love putting us through the ringer when it comes to “Let’s Play Classics” games, and this week will be no differing. Especially because we can’t get the Konmai code to work! Simeon and Scott will be lucky to make it to level 3 in this tough-as-nails arcade shooter. At least they have each other to count on… right?

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It’s a ~Secret of Mana~ to Everyone


Thank goodness for Glen, or we would have been wandering around Secret of Mana aimlessly. This is a very interesting, quirky RPG from Square, complete with funny animations for walking up stairs and opening a treasure chest. It’s pretty fun! Watch and enjoy.

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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
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