Kirby's Dreamland 2 is one of the first games I ever owned. I don't remember it that much anymore, but it
was the kind of game I'd play for hours and hours. I must have drained well over a hundred AA
Batteries into my Game Boy playing it.
It was pleasant and refreshing to go back to that feeling with Kirby
Super Star.
The game has more to it than I expected.
There are three story modes, a gigantic exploration mode, a samurai duel
minigame, and more. But the main thrust
of the Kirby games has always been the enemies.
Not because their AI is revolutionary, but because it doesn't have to
be. Kirby obtains different powers and
control schemes by swallowing his enemies, but can only have one power set at a
time. So the game is designed around
small puzzles that involve having specific enemy powers, and varies the placement
of those power granting enemies to create challenge.
This isn't to say the design is perfect, or even the best it could be. Enemies have a habit of already have attacks
fully charged when you enter a room, so you get blindsided by massive damage,
and forced scrolling sections speed and slow unpredictably, meaning you will be
crushed by the side of the screen at least once.
But this idea appeals a lot to me.
It seems like a really impressive game could be made around it. And Kirby Super Star is impressive. But like Yakuza 3, it may have too much. There are 25 different powers and over 50
different enemies. That's a lot to try
to program uniquely in the 16 bit era.
Remembering the Game Boy and Dreamland 2 (and looking it up on the Kirby
Wiki, there's a wiki for everything), there are only 7 powers. In Kirby 64 The Crystal Shards, each power
can be combined with each other for a second tier effect. You can't design around those kind of
numbers. Not equally. Somethings are going to be useless garbage
and a scant few become cream of the crop.
It's like if Magic: The Gathering endeavoured to make even a single
format where every card was at least playable.
Never happening.
Again, this isn't necessarily a bad thing, but it means that a lot of
time and energy that could have been spent on refining base elements was put
into elements of the game you don't like.
Having more time to understand, play, and master would have been greatly
appreciated. Kirby has a steep
difficulty curve around the midpoint. Where
the first 3 modes are all easily doable, The Great Cave Offensive is bananas,
and the kind of bananas that doesn't draw me in. I can't deal with the constant barrage of
attacks and enemies as well as I can in a Souls game or even in a modern
shooter. Yes, design principles have
developed a lot from where Kirby started and even owe something to the little
pink puffball, but the real power of the game, the fun of wacky powers and
mastering all their moves, gets a touch hazy when I'm trying to keep lava and spikes
out of my face.
Next time on 100 Games 2015: To The Moon, available on Steam.
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