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{{User:Waddlez3121/KSN}}
This page is full of me rambling about how the Kirby games use their structure to apply challenge and function in unique ways. Essentially, I'm acting like I'm analyzing the games with direct game knowledge when I actually have no substantial knowledge whatever about game design. Maybe this page is an interesting, semi-accurate analysis; maybe it's a useful guideline to creating one's own fan game; or maybe I'm just spitting Halcandran language at you. Enjoy the show.
This page is full of me rambling about how the Kirby games use their structure to apply challenge and function in unique ways. Essentially, I'm acting like I'm analyzing the games with direct game knowledge when I actually have no substantial knowledge whatever about game design. Maybe this page is an interesting, semi-accurate analysis; maybe it's a useful guideline to creating one's own fan game; or maybe I'm just spitting Halcandran language at you. Enjoy the show.
For the sake of simplicity, this page will generally cover mainline platforming titles. Spin-offs are not the focus of this page due to their lack of consistent formulas (compare ''[[Kirby's Block Ball]]'' and ''[[Team Kirby Clash Deluxe]]'').


{{Notice
{{Notice
Line 10: Line 14:
Credit to [[User:ShadowKirby]]/ShadowMagolor for the template. To be more specific, feel free to correct any outright errors, but please ask me if you want to add any major analysis because we might be able to collaborate and combine.
Credit to [[User:ShadowKirby]]/ShadowMagolor for the template. To be more specific, feel free to correct any outright errors, but please ask me if you want to add any major analysis because we might be able to collaborate and combine.


==Game Modes==
==Overview==
Game modes are pretty much the bread and butter of Kirby games. Once you've gone far enough, you have a lot of options - especially in ''[[Kirby Super Star Ultra]]'' and ''[[Kirby Star Allies]]'', which have far more game modes than usual.
[[File:KSA Main menu.jpg|thumb|400px|right|All of Kirby's options here.]]
 
''Kirby'' games have a lot of content to offer - some of it is recycled, but obviously there has to be some amount of original content. Below is a list of every common component in a game's library:


*[[Story Mode]]: surprisingly, in spite of making the bulk of a game's content - reflected very clearly in the game's completion tracker - the story mode of a game is just there to introduce you to everything. [[Kirby]] can fly over anything he pleases in most games, or he can pay attention in class and learn how things work.
*[[Story Mode]]: the main adventure for most players. Typically, this makes up most or all of the content in a game's completion tracker.
*[[Sub-Game]]s: at least two per title starting in ''[[Kirby's Adventure]]'', these are here for five-minute fun and usually don't go very far. You have three difficulties, depending on <s>your coordination</s> how spicy Kirby's feeling today. Rising difficulty means one, two, or all of the following: lower health, more complex stage design, and/or more interesting enemies. If you're a [[3DS]] title, your sub-games might get blown up and tossed onto the eShop for a few pennies.
*[[Sub-Game]]s: at least two per title starting in ''[[Kirby's Adventure]]'', these are here for five-minute fun and usually don't go very far.
**[[Theater]]: just in case you want to experience the opening cutscene again... because sometimes that's the only story you're given for the next three fourths of the game.
**[[Theater]]: A small menu containing a most of a game's cinematics.
**[[Sound Test]] / [[Jukebox]]: For when you want to listen to [[Reproduction of Darkness]] over and over again. <small>...What do you mean, "that's not normal?"</small>
**[[Sound Test]] / [[Jukebox]]: A repository of most or all of the game's music, and formerly the sound effects as well.
*[[The Arena]] / [[Boss Endurance]]: Even if the [[Colosseum]] isn't called an Arena, it seems [[Shinya Kumazaki]] is directing ''Kirby'' titles towards having those rather than a single [[Boss Endurance]]. This mode is a great refresher if you want to enjoy some of the stellar boss fights again. Good warm-up, too.
*[[The Arena]] / [[Boss Endurance]]: A gauntlet of boss battles, with varying leniencies to make the mode more or less fair.
*[[Extra Mode]]: The extra mode is where the real game begins. Highlights of the story mode are made more interesting, and there's often a partially new plot involved. Not that you'll know what's going on if you forget to [[pause]] and read the [[Special Page]]s. In order to keep things fresh, there's usually ramped-up bosses coupled with lower health.
*[[Extra Mode]]: The extra mode varies in exact composition from game to game, but it is essentially a way to extend playtime without having to make a whole new campaign from scratch.
*[[The True Arena]]: The real - shall I say true? final challenge. This is where the game's toughest parts come together and challenge you one after another, barely relenting for but a moment. To top it all off, you get a secret final boss, buried deep behind all of the other enemies you've faced before. After this, there is no more to say.


==The True Road to Becoming a Modern ''Kirby'' Game==
<gallery>
Unsurprisingly, there are a specific few games that are undeniably important to the ''[[Kirby (series)]]'' series as it stands in the modern day. Without further ado, here goes the list:
 
*''[[Kirby's Dream Land]]'': Characters, mechanics, incredibly basic formatting, and cheat codes. What's not to love?
</gallery>
**Introduced Kirby, King Dedede, etc.
 
**Introduced around two thirds of Kirby's basic moveset, found today under [[Normal]] (or still [[Kirby]] depending on how much progress has been made with migrating movesets from this page)
==History / Evolution of Important Mechanics==
**Introduced a normal and hard mode, creatively reusing and swapping out assets to produce more content. Very rudimentary, but it was a start for sure
{{main|User:Waddlez3121/Kirby_Structure/Mechanical_Evolution}}
**You might not think it, but [[Mt. Dedede]] is actually the first boss rush in the history of the ''Kirby'' series.
Unsurprisingly, there are a specific few games that are undeniably important to the ''[[Kirby (series)|Kirby]]'' series as it stands in the modern day. Without further ado, here goes the list:
*''[[Kirby's Dream Land]]'':
**Introduced around two thirds of Kirby's basic moveset
**Introduced a normal and rudimentary hard mode, creatively reusing and swapping out assets
**[[Mt. Dedede]] is an early precursor to boss rushes
**Introduced the [[Sound Test]], later to become the [[Jukebox]].
**Introduced the [[Sound Test]], later to become the [[Jukebox]].
*''[[Kirby's Adventure]]'': Copy Abilities, game/level structure, world maps, and more.
*''[[Kirby's Adventure]]'':
**Greatly expanded on the length of the game
**Greatly expanded on game length
**Introduced saving (unless you count writing down cheat codes a form of saving)
**Introduced sub-games
**Introduced sub-games
**Introduced unlockable supplements to normal gameplay off of the beaten path with [[Big Switch]]es
**Introduced unlockable supplements to normal gameplay off of the beaten path with [[Big Switch]]es
**Introduced the first draft of the structure of how games are organized (see [[#Story Mode]] below)
**Maps and the ability to revisit most content
**You thought I forgot about Kirby's [[Copy Abilities]], didn't you?
*''[[Kirby's Dream Land 2]]'':
*''[[Kirby's Dream Land 2]]'': Bet you weren't expecting this one.
**Introduced the per-game gimmick
**Introduced the per-game gimmick in the form of the Animal Friends
**First game to feature two endings
**First game to require [[Rainbow Drop|certain hidden collectibles]] in order to make progress. Also the first to feature two varieties of collectibles.
*''[[Kirby Super Star]] ([[KSSU|Ultra]])'':
**First game to feature a [[bad ending]]
**''Super Star'' started a menu system still in use today
**One of few games to carry over any kind of story into another game - ''[[Kirby's Dream Land 3]]'' and ''[[Kirby 64: The Crystal Shards]]'' both continue the onslaught of Dark Matter fights - and, depending on what you believe, [[User:Waddlez3121/Sandbox/Dark Matter Conjecture|other bosses and games may also carry this legacy]].
**Move lists and [[Special Page]]s
*''[[Kirby Super Star]] ([[KSSU|Ultra]])'': Both versions of the game make important leaps forward, particularly in overall structure rather than gameplay.
**''Ultra'' introduced the True Arena
**The general organization of ''Super Star'' is very different. Sub-games are open to try from the minute you open a save file, and completing [[Spring Breeze]] opens up your options quite widely.
*''[[Kirby's Return to Dream Land]] (not [[KRtDLD|Deluxe]])''<ref>It's difficult to ascertain what impact RtDLD is going to have when the next game hasn't even been announced yet.</ref>:
**Strangely, the first game that lets you revisit all of the content. ''Dream Land'' would prevent you from going backward at all due to the lack of a world map or a save file, and even then, most games up until now (as well as for a little while after now) would prevent Kirby from having a rematch against already-beaten [[Boss]]es outside of the Boss Endurance mode.
**Much of this game's impact comes from standardizing what other games did before
**Move lists and some flavor text on pause screens. The latter would not be fully developed until ''Ultra'', but progress is progress.
**Game engine suddenly became the new norm for everything up to ''[[Kirby Fighters 2]]''
**''Super Star'' introduces the concept I described above in [[#Game Modes]]:
**Optional stage content in the form of the [[dimensional rift]] to [[Another Dimension]]
***Spring Breeze is the playground where you learn how things work.
 
***[[Dyna Blade (main game)|Dyna Blade]] gets more complex and introduces a map to the player.
<gallery>
***[[The Great Cave Offensive]] doesn't have nearly as much of a substantial impact, but it was a likely inspiration for ''[[Kirby and the Amazing Mirror]]''{{'}}s format and also greatly increased the abundancy of extra collectibles, likely influencing [[Keychain]]s, [[Sticker]]s, and [[Celebration Picture]] pieces.
File:KDL Title screen.png|The Kirbys go marching across the Game Boy.
***[[Revenge of Meta Knight]] significantly upped the ante when it came to difficulty. Spring Breeze is comparable to [[Vegetable Valley]], while Revenge of Meta Knight is more like [[Access Ark]] (in oh so many ways.)
File:KA Title Screen.png|Kirby waves hello, surrounded by title text.
***[[Milky Way Wishes]] does what ''Super Star''{{'}}s menu does, but in an actual game mode: Kirby can start anywhere so long as he gets everything done that he needs to. Relatively minor impact as a whole aside from [[Marx]], but this idea was somewhat revisited in ''Star Allies''{{'}}s [[Far-Flung Starlight Heroes|fourth level]].
File:KDL2 Title Screen SGB (without frame).png|The very colorful Super Game Boy title screen for ''Kirby's Dream Land 2'', sans frame.
***The Arena gave the Boss Endurance category of modes a specific name and format
File:KSS title screen.png|[[Beam]] Kirby waves hello, surrounded by title text again.
***''Ultra'' introduced The True Arena, mentioned above in [[#Game Modes]]
</gallery>
*''[[Kirby's Return to Dream Land]] (not [[KRtDLD|Deluxe]])''<ref>It's difficult to ascertain what impact RtDLD is going to have when the next game hasn't even been announced yet.</ref>: Oh boy, oh boy. Lots to cover here; this might not even be a comprehensive list.
**I recommend reading any resource you can find (except FANDOM) on the three lost Kirby games to get even more info about this game's impact and what it drew from.
**Revived the series at a time of mostly spin-offs
**Solidified the importance of games mentioned above and pulled many influences together to bring forward a polished experience. Gimmicks, [[K64|3D graphics]], a proper world map that ''Super Star'' went back and forth on having (featuring the ability to run around and test Kirby's moves out like in ''Adventure'' and ''Dream Land 2''), among several other things.
**[[Another Dimension]] and its dimensional rifts are the first truly optional stage content, rather than just being an alternate path to the goal. These rift sections add some extra challenge for experienced players.
**While ''Super Star'' was the one to introduce a twist villain, ''Return to Dream Land'' was the game to introduce soap opera levels of late-game shenanigans.


==Formula==
==Formula==
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===Story Mode===
===Story Mode===
Though I described it [[#Game Modes|above]] as really just the beginning, story mode is where most of the drama and the fun happens. You get a title screen, an opening cutscene, a random blurb in the manual, and... go! The point of story mode is that it's a really entertaining stepping stone. The story is separated into levels (often chapters in ''Super Star'') which are sub-divided into stages. Each stage has rooms; each room has an entry, an obstacle, and an exit; you get the idea. There are several recurring stage design elements, some of which can be found on [[User:ShadowKirby/Sandbox#Recurring level design elements|ShadowKirby/ShadowMagolor's user sandbox]].
[[File:KSA Main menu.jpg|thumb|400px|right|Story Mode highlighted on the mode select for ''[[Kirby Star Allies]]''. Looks enticing.]]
 
Story Mode is where most of the drama and the fun happens. You get a title screen, an opening cutscene, a random blurb in the manual, and... go! The point of story mode is that it's a really entertaining stepping stone. The story is separated into levels (often chapters in ''Super Star'') which are sub-divided into stages. Each stage has rooms; each room has an entry, an obstacle, and an exit; you get the idea. There are several recurring stage design elements, some of which can be found on [[User:ShadowKirby/Sandbox#Recurring level design elements|ShadowKirby/ShadowMagolor's user sandbox]].


A stage might contain a [[Mid-Boss]], or even several. One common type of stage in particular is the [[Tower of Mid-Bosses]], which is essentially the Arena before the Arena. A level will end in a boss, no matter what type of game it is. However, ever since ''Kirby's Adventure'', there has almost always been a distinction between the last level's [[boss]] and the overall story's final boss. Often, the final boss is fought with a [[Last Battle Ability]] and given its own level. Modern titles tend to give the option of fighting the level boss before the final boss, or skipping to the final boss, after having beaten both at least once beforehand.
A stage might contain a [[Mid-Boss]], or even several. One common type of stage in particular is the [[Tower of Mid-Bosses]], which is essentially the Arena before the Arena. A level will end in a boss, no matter what type of game it is. However, ever since ''Kirby's Adventure'', there has almost always been a distinction between the last level's [[boss]] and the overall story's final boss. Often, the final boss is fought with a [[Last Battle Ability]] and given its own level. Modern titles tend to give the option of fighting the level boss before the final boss, or skipping to the final boss, after having beaten both at least once beforehand.
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! Name !! Type !! Game !! Name !! Type !! Game
! Name !! Type !! Game !! Name !! Type !! Game
|-
|-
| [[Poppy Bros. Sr.]] || Mid-Boss || ''[[Kirby's Adventure]]'' || [[Gigavolt]] || Boss || ''[[Kirby: Planet Robobot]]''
| [[Poppy Bros. Sr.]] || Mid-Boss || ''[[Kirby's Adventure]]'' || [[Blocky]] || Mid-Boss || ''[[Kirby: Planet Robobot]]''
|-
|-
| [[Rolling Turtle]] || Mid-Boss || ''[[Kirby's Adventure]]'' || [[Miasmoros]] || Mid-Boss || ''[[Kirby: Planet Robobot]]''
| [[Rolling Turtle]] || Mid-Boss || ''[[Kirby's Adventure]]'' || [[Miasmoros]] || Mid-Boss || ''[[Kirby: Planet Robobot]]''
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===Extra Mode===
===Extra Mode===
Extra modes feature all or most of the story mode's content again, but usually with certain restrictions in place. For example, in ''[[Kirby's Adventure]]'' and ''[[Kirby's Return to Dream Land]]'', Kirby's health is cut significantly, reducing the amount of damage he can sustain without losing a life. Alternatively, the player may be forced to choose a different character to control, such as in ''[[Kirby: Triple Deluxe]]'', ''[[Kirby: Planet Robobot]]'' and ''[[Kirby Star Allies]]''. In this case, truncations are more frequent as the game must tailor to the character's abilities - for example, [[Meta Knight]] has no issue cutting ropes, but he will be unable to complete puzzles based on moving objects with the [[Robobot Armor]] to destroy gold blocks. Notably, the original version of [[Meta Knightmare]] combined these two ideas.
[[filename|thumb|400px|right|[[Dededetour!]], an Extra Mode featuring King Dedede's [[Canon|non-canon]] journey to [[Floralia]].]]
 
Extra modes feature all or most of the story mode's content again, but with certain restrictions in place. For example, in ''[[Kirby's Adventure]]'' and ''[[Kirby's Return to Dream Land]]'', Kirby's health is cut significantly, reducing the amount of damage he can sustain without losing a life. Alternatively, the player may be forced to choose a different character to control, such as in ''[[Kirby: Triple Deluxe]]'', ''[[Kirby: Planet Robobot]]'' and ''[[Kirby Star Allies]]''. In this case, truncations are more frequent as the game must tailor to the character's abilities - for example, [[Meta Knight]] has no issue cutting ropes, but he will be unable to complete puzzles based on moving objects with the [[Robobot Armor]] to destroy gold blocks. Notably, the original version of [[Meta Knightmare]] combined a lack of health with a new character choice.


Extra modes almost always feature bosses that are made considerably more difficult, often sharing a designation relative to their counterparts. First introduced in [[Revenge of the King]], the "revenge" boss has been dubbed a number of things.  
Extra modes almost always feature bosses that are made considerably more difficult, often sharing a designation relative to their counterparts. First introduced in [[Revenge of the King]], the "revenge" boss has been dubbed a number of things.  
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===Boss Endurances (The Arena / The True Arena)===
===Boss Endurances (The Arena / The True Arena)===
[[File:KSqS Boss Endurance Screen.png|thumb|400px|right|This is no ordinary tower of bosses.]]
Boss Endurances are a staple that, officially speaking, go as far back as ''Kirby's Adventure'' and, in reality, can be traced back to ''Kirby's Dream Land''. The purpose of the mode is simply to battle every boss from a certain point in the game, or matching certain criteria, until there are no more [[Boss Butch|bosses to butch]](er).
Boss Endurances are a staple that, officially speaking, go as far back as ''Kirby's Adventure'' and, in reality, can be traced back to ''Kirby's Dream Land''. The purpose of the mode is simply to battle every boss from a certain point in the game, or matching certain criteria, until there are no more [[Boss Butch|bosses to butch]](er).
[[File:KDL Mt Dedede screenshot.png|thumb|left|Kirby stands in the foyer of [[King Dedede]]'s castle.]]


[[Mt. Dedede]] is the first time a gauntlet of bosses was to be fought, replacing any actual stage content with a retread of one past room followed by a rematch with the corresponding boss. However, ''[[Kirby's Adventure]]'' and its mode select option of "V.S. BOSS!" was the first dedicated mode involving fighting bosses in sequence.
[[Mt. Dedede]] is the first time a gauntlet of bosses was to be fought, replacing any actual stage content with a retread of one past room followed by a rematch with the corresponding boss. However, ''[[Kirby's Adventure]]'' and its mode select option of "V.S. BOSS!" was the first dedicated mode involving fighting bosses in sequence.


The differences between The Arena and general Boss Endurances are nominal, with most of them being simple standardization (or lack thereof.) Boss Endurances usually cause Kirby to fight exclusively level and final bosses in the order encountered in the story mode, and only two of these ([[The Ultimate Choice]] and the [[Colosseum]]) feature any kind of difficulty selection. The Arena consistently features a timer and choice of almost any [[Copy Ability]], mechanics with spotty representation in other Boss Endurances. Some Boss Endurances, like in ''Kirby 64'', may outright prevent Kirby from obtaining Copy Abilities at all. ''Kirby: Planet Robobot'' is the only game with an Arena to deviate from certain traditions of the mode, causing it to receive a different name in the East Asian releases.
The differences between The Arena and general Boss Endurances are nominal, with most of them being simple standardization (or lack thereof.) Boss Endurances usually cause Kirby to fight exclusively level and final bosses in the order encountered in the story mode, and only two of these ([[The Ultimate Choice]] and the [[Colosseum]]) feature any kind of difficulty selection. The Arena consistently features a timer and choice of almost any [[Copy Ability]], mechanics with spotty representation in other Boss Endurances. Some Boss Endurances, like in ''Kirby 64'', may outright prevent Kirby from obtaining Copy Abilities at all. ''Kirby: Planet Robobot'' is the only game with an Arena to deviate from certain traditions of the mode, causing it to be named a Boss Endurance in the Japanese and Korean versions.


{| class="wikitable"
{| class="wikitable"
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| Bosses fought in order || Most Bosses fought in a random order || ''Kirby: Planet Robobot'' acts like a Boss Endurance in this regard.
| Bosses fought in order || Most Bosses fought in a random order || ''Kirby: Planet Robobot'' acts like a Boss Endurance in this regard.
|-
|-
| Mid-Bosses ignored || Mid-Bosses included || Example
| Mid-Bosses ignored || Mid-Bosses included ||  
|-
|-
| Varies; healing items may not be provided at all || Set number of [[Maxim Tomato]]es given at the start, replaced by normal Tomatoes later || ''Kirby: Planet Robobot'' acts like a Boss Endurance in this regard.
| Varies; healing items may not be provided at all || Set number of [[Maxim Tomato]]es given at the start, replaced by normal Tomatoes later || ''Kirby: Planet Robobot'' acts like a Boss Endurance in this regard.
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| No exclusive bosses || The True Arena features at least one secret boss || [[The Ultimate Choice]] and the [[Colosseum]] both feature exclusive bosses: those in The Ultimate Choice vary by difficulty; [[Meta Knight#Kirby and the Forgotten Land|Meta Knight]] is exclusive to the Colosseum, as are [[Phantom Meta Knight]] and [[Chaos Elfilis]].
| No exclusive bosses || The True Arena features at least one secret boss || [[The Ultimate Choice]] and the [[Colosseum]] both feature exclusive bosses: those in The Ultimate Choice vary by difficulty; [[Meta Knight#Kirby and the Forgotten Land|Meta Knight]] is exclusive to the Colosseum, as are [[Phantom Meta Knight]] and [[Chaos Elfilis]].
|}
|}
<gallery>
File:KTD True Arena Menu.png|The True Arena, one of many Boss Endurances that tend to be the final stepping stone on the player's journey.
</gallery>


===Other Sub-Games===
===Other Sub-Games===
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By contrast, the the '''Jukebox''' is often unlocked after completing story mode, and some tracks may have other unlock requirements.
By contrast, the the '''Jukebox''' is often unlocked after completing story mode, and some tracks may have other unlock requirements.
<gallery>
File:KBBl Main Menu.png|Upper title screen for ''Kirby's Blowout Blast'', a sub-game expansion.
File:KatFL Waddle Dee Cinema screenshot.png|Waddle Dee Cinema, a Theater that's located inside a theater.
File:K64 Sound Check menu.png|Kirby grooves in the Sound Check.
</gallery>


===Unlocking Content===
===Unlocking Content===
[[File:KRtDLD Complete main menu screenshot.png|thumb|400px|right|The mode select for ''[[Kirby's Return to Dream Land Deluxe]]'', now at 100% completion.]]
Certain content is available from the very beginning of the game, while other events must occur for most content to be unlocked.  
Certain content is available from the very beginning of the game, while other events must occur for most content to be unlocked.  


Line 152: Line 174:
*Defeating the final boss of Story Mode usually yields the Jukebox, the Boss Endurance, and the Extra Mode, if applicable.  
*Defeating the final boss of Story Mode usually yields the Jukebox, the Boss Endurance, and the Extra Mode, if applicable.  
*The first Boss Endurance and Extra Mode must both be completed to unlock harder Boss Endurances such as The True Arena, if applicable.  
*The first Boss Endurance and Extra Mode must both be completed to unlock harder Boss Endurances such as The True Arena, if applicable.  
*The True Arena or its equivalent is often the final step in the player's journey, barring any recorded collectibles and Sub-Game rankings. When [[100% completion]] is achieved, a special reward is granted to the player. One of these is often the [[Kirby Master]] video in the Theater, or they might gain access to [[UFO#Kirby: Planet Robobot|an exclusive Copy Ability]].
*The True Arena or its equivalent is often the final step in the player's journey, barring any recorded collectibles and Sub-Game rankings.  
*When [[100% completion]] is achieved, a special reward is granted to the player. One of these is often the [[Kirby Master]] video in the Theater, or they might gain access to [[UFO#Kirby: Planet Robobot|an exclusive Copy Ability]].


==Trivia==
==Trivia==

Latest revision as of 03:56, 20 April 2024

Part of a (userspace) series on

Kirby game design
Entries:
Main article
Mechanical evolution

This page is full of me rambling about how the Kirby games use their structure to apply challenge and function in unique ways. Essentially, I'm acting like I'm analyzing the games with direct game knowledge when I actually have no substantial knowledge whatever about game design. Maybe this page is an interesting, semi-accurate analysis; maybe it's a useful guideline to creating one's own fan game; or maybe I'm just spitting Halcandran language at you. Enjoy the show.

For the sake of simplicity, this page will generally cover mainline platforming titles. Spin-offs are not the focus of this page due to their lack of consistent formulas (compare Kirby's Block Ball and Team Kirby Clash Deluxe).

Notice: Semi-open sandbox
This is Waddlez3121's personal sandbox. You may fix minor details, but are kindly asked to avoid making big changes.

Credit to User:ShadowKirby/ShadowMagolor for the template. To be more specific, feel free to correct any outright errors, but please ask me if you want to add any major analysis because we might be able to collaborate and combine.

Overview[edit]

All of Kirby's options here.

Kirby games have a lot of content to offer - some of it is recycled, but obviously there has to be some amount of original content. Below is a list of every common component in a game's library:

  • Story Mode: the main adventure for most players. Typically, this makes up most or all of the content in a game's completion tracker.
  • Sub-Games: at least two per title starting in Kirby's Adventure, these are here for five-minute fun and usually don't go very far.
    • Theater: A small menu containing a most of a game's cinematics.
    • Sound Test / Jukebox: A repository of most or all of the game's music, and formerly the sound effects as well.
  • The Arena / Boss Endurance: A gauntlet of boss battles, with varying leniencies to make the mode more or less fair.
  • Extra Mode: The extra mode varies in exact composition from game to game, but it is essentially a way to extend playtime without having to make a whole new campaign from scratch.

History / Evolution of Important Mechanics[edit]

Main article: User:Waddlez3121/Kirby_Structure/Mechanical_Evolution

Unsurprisingly, there are a specific few games that are undeniably important to the Kirby series as it stands in the modern day. Without further ado, here goes the list:

Formula[edit]

Here's the breakdown:

Story Mode[edit]

Story Mode highlighted on the mode select for Kirby Star Allies. Looks enticing.

Story Mode is where most of the drama and the fun happens. You get a title screen, an opening cutscene, a random blurb in the manual, and... go! The point of story mode is that it's a really entertaining stepping stone. The story is separated into levels (often chapters in Super Star) which are sub-divided into stages. Each stage has rooms; each room has an entry, an obstacle, and an exit; you get the idea. There are several recurring stage design elements, some of which can be found on ShadowKirby/ShadowMagolor's user sandbox.

A stage might contain a Mid-Boss, or even several. One common type of stage in particular is the Tower of Mid-Bosses, which is essentially the Arena before the Arena. A level will end in a boss, no matter what type of game it is. However, ever since Kirby's Adventure, there has almost always been a distinction between the last level's boss and the overall story's final boss. Often, the final boss is fought with a Last Battle Ability and given its own level. Modern titles tend to give the option of fighting the level boss before the final boss, or skipping to the final boss, after having beaten both at least once beforehand.

Examples of Boss Types
Name Type Game Name Type Game
Poppy Bros. Sr. Mid-Boss Kirby's Adventure Blocky Mid-Boss Kirby: Planet Robobot
Rolling Turtle Mid-Boss Kirby's Adventure Miasmoros Mid-Boss Kirby: Planet Robobot
Whispy Woods Level Boss Kirby's Adventure Clanky Woods Level Boss Kirby: Planet Robobot
King Dedede Level Boss Kirby's Adventure Mecha Knight Level Boss Kirby: Planet Robobot
Nightmare Final Boss Kirby's Adventure President Haltmann Level Boss Kirby: Planet Robobot
Dark Matter Final Boss Kirby's Dream Land 2 / 3 Star Dream Final Boss Kirby: Planet Robobot

The distinction between level bosses and final bosses, particularly during the finale of the game's story mode, can be hard to distinguish. The last-resort method I use to distinguish the two in games after Super Star is whether the extra mode revamps or replaces the boss, but the methods in the previous paragraph also work. Some weird cases deviate from this formula: Another Dimension (level) involves the Last Battle Ability throughout a shooter section, then featuring its own level boss before abandoning Landia to fight the game's final boss on foot.

Extra Mode[edit]

[[filename|thumb|400px|right|Dededetour!, an Extra Mode featuring King Dedede's non-canon journey to Floralia.]]

Extra modes feature all or most of the story mode's content again, but with certain restrictions in place. For example, in Kirby's Adventure and Kirby's Return to Dream Land, Kirby's health is cut significantly, reducing the amount of damage he can sustain without losing a life. Alternatively, the player may be forced to choose a different character to control, such as in Kirby: Triple Deluxe, Kirby: Planet Robobot and Kirby Star Allies. In this case, truncations are more frequent as the game must tailor to the character's abilities - for example, Meta Knight has no issue cutting ropes, but he will be unable to complete puzzles based on moving objects with the Robobot Armor to destroy gold blocks. Notably, the original version of Meta Knightmare combined a lack of health with a new character choice.

Extra modes almost always feature bosses that are made considerably more difficult, often sharing a designation relative to their counterparts. First introduced in Revenge of the King, the "revenge" boss has been dubbed a number of things.

Revenge Boss Names
Game Designation Notes
Kirby Super Star Ultra 's Revenge The name of Masked Dedede's Revenge in Kirby: Triple Deluxe is a reference to this, since Masked Dedede was the only boss in Revenge of the King not given this title.
Kirby's Return to Dream Land / Deluxe EX The special page for Whispy Woods EX implies "EX" means "Extra", as does the classification of Soul Melter EX as "Extra". This is fitting, as these bosses are exclusive to Extra Mode.
Kirby: Triple Deluxe DX Though also implied by Flowery Woods DX's special page, additional Japanese material such as the Kirby Character Encyclopedia confirms that DX is read as "Deluxe" through furigana, referencing the game's title and their more grandiose appearances.
Kirby: Planet Robobot 2.0 In the Japanese and Korean versions of the game, boss names are instead prefixed "Re:" in reference to email replies (though the Japanese and Korean special pages for Clanky Woods 2.0 imply it stands for "Renewal").
Team Kirby Clash Deluxe / Kirby Star Allies / Super Kirby Clash Parallel Indicates a stronger, alternate boss from Another Dimension. In the Japanese, German, Italian, Chinese and Korean versions of these games, the prefix is literally "Another". Parallel Susie and Parallel Nightmare are not fought in their base forms in their respective games, however.
Kirby and the Forgotten Land Phantom Indicates a stronger boss from the isolated isles of Forgo Dreams. Phantom bosses are copies created by Fecto Forgo's thoughts.
(several) Soul A formula introduced in Kirby: Canvas Curse to denote strong final forms of bosses. These bosses are often exclusive to The True Arena.

Boss Endurances (The Arena / The True Arena)[edit]

This is no ordinary tower of bosses.

Boss Endurances are a staple that, officially speaking, go as far back as Kirby's Adventure and, in reality, can be traced back to Kirby's Dream Land. The purpose of the mode is simply to battle every boss from a certain point in the game, or matching certain criteria, until there are no more bosses to butch(er).

Kirby stands in the foyer of King Dedede's castle.

Mt. Dedede is the first time a gauntlet of bosses was to be fought, replacing any actual stage content with a retread of one past room followed by a rematch with the corresponding boss. However, Kirby's Adventure and its mode select option of "V.S. BOSS!" was the first dedicated mode involving fighting bosses in sequence.

The differences between The Arena and general Boss Endurances are nominal, with most of them being simple standardization (or lack thereof.) Boss Endurances usually cause Kirby to fight exclusively level and final bosses in the order encountered in the story mode, and only two of these (The Ultimate Choice and the Colosseum) feature any kind of difficulty selection. The Arena consistently features a timer and choice of almost any Copy Ability, mechanics with spotty representation in other Boss Endurances. Some Boss Endurances, like in Kirby 64, may outright prevent Kirby from obtaining Copy Abilities at all. Kirby: Planet Robobot is the only game with an Arena to deviate from certain traditions of the mode, causing it to be named a Boss Endurance in the Japanese and Korean versions.

General Comparison Table
Boss Endurances The (True) Arena Notes
Bosses fought in order Most Bosses fought in a random order Kirby: Planet Robobot acts like a Boss Endurance in this regard.
Mid-Bosses ignored Mid-Bosses included
Varies; healing items may not be provided at all Set number of Maxim Tomatoes given at the start, replaced by normal Tomatoes later Kirby: Planet Robobot acts like a Boss Endurance in this regard.
Copy Abilities are often limited, if at all present Choice is available from almost every Copy Ability in the game Kirby and the Amazing Mirror and Kirby: Squeak Squad both start Kirby in their respective Copy Ability Rooms.
No exclusive bosses The True Arena features at least one secret boss The Ultimate Choice and the Colosseum both feature exclusive bosses: those in The Ultimate Choice vary by difficulty; Meta Knight is exclusive to the Colosseum, as are Phantom Meta Knight and Chaos Elfilis.

Other Sub-Games[edit]

There isn't much to analyze here because a sub-game can be literally any thought that popped into a developer's head. For the sake of brevity in an article that's already so dense, sub-games will not be listed or analyzed. See Sub-Game for any and all information.

There is, however, a more manageable amount to say about the Theater and Jukebox. These two are very similar in that they allow Kirby to view almost every cinematic and music piece, respectively, in each game they appear in. While the specifics vary, the general idea is the same. Exceptions do occur in early games, such as Kirby's Dream Land revealing a cheat code to unlock the Config Menu (and the Sound Test within) after the completion of Extra Mode, or Kirby's Dream Land 3 reserving the Theater for a 100% completion reward.

The Theater is usually unlocked after seeing a single cutscene for the first time. Since most modern games feature a cutscene at the very start of the story mode, this mode is unlocked very quickly.

By contrast, the the Jukebox is often unlocked after completing story mode, and some tracks may have other unlock requirements.

Unlocking Content[edit]

The mode select for Kirby's Return to Dream Land Deluxe, now at 100% completion.

Certain content is available from the very beginning of the game, while other events must occur for most content to be unlocked.

  • Story Mode is always available from the beginning, and Sub-Games usually are as well.
  • The Theater is unlocked the moment the player is presented the first cutscene, although this isn't announced until the player next visits the mode select for that file.
  • Defeating the final boss of Story Mode usually yields the Jukebox, the Boss Endurance, and the Extra Mode, if applicable.
  • The first Boss Endurance and Extra Mode must both be completed to unlock harder Boss Endurances such as The True Arena, if applicable.
  • The True Arena or its equivalent is often the final step in the player's journey, barring any recorded collectibles and Sub-Game rankings.
  • When 100% completion is achieved, a special reward is granted to the player. One of these is often the Kirby Master video in the Theater, or they might gain access to an exclusive Copy Ability.

Trivia[edit]

  • Kirby Super Star is the only game that includes The Arena without a True Arena counterpart, due to its remake being responsible for the addition of The True Arena to the series.

References

  1. It's difficult to ascertain what impact RtDLD is going to have when the next game hasn't even been announced yet.