| Kirby Canvas Curse review |
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Nintendo's plump, pink mascot has been doing the rounds for some years now. Sadly there's been a noticeable gap since his last full-blown game in its own right, rather than a spinoff. The DS plays host to the game which sets the record straight then, but how well? Naturally the developers (HAL Laboratory in this case) were keen to take advantage of the DS's new capabilities, but with a flagship icon such as Kirby, it was vital to make sure it didn't result in a total stinker of a game with a smattering of touchscreen japery added at the last minute. Thankfully they succeed in preventing all the above from happening.
The story revolves around an evil sorceress who has the audacity to turn Dream World into a painting! Kirby takes issue with this trouble maker and gives chase, only to find that she turns on him and transforms him into a ball! Heavens to Murgatroyd! Thankfully, a magic paintbrush appears and it's with this very paintbrush that the player attempts to set things straight and put the world to rights.
Kirby Canvas Curse is a normal two-dimensional platform game when all the bells and whistles are removed, and a very accomplished one at that. The game takes place across several themed worlds, each comprising three stages. Gameplay revolves around guiding Kirby to the goal at the end of each stage, collecting stars - one hundred of which grant you an extra life - and hopefully medals (used to unlock extras) along the way. Controlling Kirby though, means mastering some new approaches to platform gameplay. Firstly our portly hero doesn't walk, he's in a state of perpetual rolling (thanks to his involuntary transformation during the intro). He carries his own momentum, forever rolling onwards, but unfortunately he needs some help. Tapping the stylus on Kirby himself gives him a boost of speed, useful for jumping gaps and taking out enemies. These enemies themselves can be tapped also, which puts them into a stunned, vulnerable state. During this state just touching them at any speed will defeat them, and more importantly gives Kirby the opportunity to absorb their powers in age-old tradition. Powers are used by again tapping the pink protagonist, and include such wonders as a deadly beam, turning into a heavy stone, transforming into a speedy wheel, lightning bolts... the list goes on. Each power has its uses and sometimes certain ones are necessary to access certain areas. Boss encounters too are varied and unique, and provide a welcome distraction to the platform formula, as do the end of stage long-jump competitions.
The main mode of transport comes via the stylus and the ability to draw rainbow paths on the lower screen. These act as a travelator and propel Kirby along, and can also be used to draw walls to either reverse his direction or prevent his progress lemming-fashion straight into an abyss. The amount of "paint" you have to draw these magic bridges is finite, and regenerates slowly (or quickly if you can get him to dry land). This becomes a bigger factor in later levels where expanses of steady, friendly terra-firma are often replaced with row-upon-row of spikes or lava. Navigation is slow and easy to begin with, and it's a real credit to HAL for getting the difficulty curve absolutely spot-on throughout the game. However the painting itself can prove a little troublesome at first, practice is definitely the order of the day in order to make sure you don't accidently make him double back on himself, or get stuck trying to move and draw shields from enemy fire at the same time. The player needs to adapt and learn new skills to progress to the end of the game, from simple things like using the paths to push the (overly buoyant) fella underwater, to drawing loop-the-loops which give him speed boosts.
Where the game succeeds in drawing you in is through its way of constantly occupying the player and their senses. There's never a moment where one can sit back and let him roll, there's always an enemy to stun, a block to break, a button to push or a lamp to light. The upper screen shows the very useful map, and by doing so elminates a lot of jumps which on any other system would be frustrating leaps of faith. Kirby has a real weight and feel to him, and the physics and momentum are spot-on. The main game mode won't take a long time to complete, but the veritable cornucopia of extras and unlockables will keep the discerning player amused for weeks. It strikes home just how much content there is after the first completion of the game, when a glance at the progress meter reveals that only around 15% of the game is complete. These extras include new levels and challenges, and also different characters to work through the levels with, each with their own attributes. This game is a completist's dream - those who revelled in getting all 120 stars in Mario 64 will feel blessed. Aurally it's the usual fare; cheery bouncy music and cartoony sound effects, coupled with some familiar sounds to fans of Kirby's previous outings.
Anyone who found themselves a little underwhelmed by Yoshi Touch & Go, or by the DS's general lack of platform action should look no further than Kirby Canvas Curse. The subtle blend of old-school platformer and touch-screen control give it a unique flavour and one unlike anything sampled before. There's a lack of multiplayer, but given the type of game it's to be expected. It has huge replay value and is one of those games that even months after purchase will still be finding its way back into the DS to unlock a bit more, or to beat the speed runs in time trial mode. Another example of DS gold.
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System: Nintendo DS
Genre: Platformer
Developer: HAL Laboratory
Publisher: Nintendo
Players: 1
Version: United States
Reviewed: Dec 2005
Writer: Adam Richards
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Pros:
- Brilliant platform action with a new twist
- Bright, vibrant visuals
- Vast amounts of replay value
- Surely the most phallic commercial ever made
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Cons:
- Occasional annoyance at controls
- Unlocking everything may take too long for some
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Kirby Canvas Curse Video: 3.9MB
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