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It’s
that classic story; witch appears, witch turns world into giant
painting, hero slaps witch, witch turns hero into little pink
ball, witch legs it into portal and hero rolls in after.
“What!?!” I hear you cry, “That’s never happened
before!” Well my friends, this happens a lot in the world of
Kirby, and he needs our help to sort out this crazy woman in
his new adventure Kirby: Canvas Curse.
Launching
later this year in the UK under the guise of Kirby: Power Paintbrush, Kirby:
Canvas Curse plays out as a 2D platformer with a unique
twist. Instead of the classic jump and attack buttons, in now
traditional NintendoDS style, all control is via the Touch
Screen. Using the Stylus, Rainbow Lines can be drawn on the
screen that Kirby will ride along. Kirby will only travel in
the direction that the line was drawn so these lines can be
used as escalators to reach higher platforms or as a means to
make Kirby dive into the games various underwater zones.
Drawing a loop in the line will cause Kirby to speed up and
becomes necessary in traversing the later parts of the game.
Rainbow Lines can also be used to shield Kirby from projectile
attacks, however they require ink to draw that recharges slowly
while Kirby is in the air, but quickly while he’s on the
floor. While with no interaction Kirby rolls along at a fairly
slow pace, tapping him with the Stylus causes him to perform a
dash attack or special attack. Special attacks are obtained by
defeating an enemy with a specific special ability; for
instance beating a Snowman will imbue Kirby with the ability to
freeze any nearby foes. Enemies can also be stunned by touching
them with the Stylus - stunned enemies can then be beaten
simply by rolling Kirby into them. There are a number of other
interactive objects on the game, such as boulders and blocks to
break and switches to change. These controls are quite easy to
pick up and once only a few Levels have been completed manoeuvring
Kirby around in all directions with grace becomes easy.
The
main game is split up into eight Rounds. The first seven are
comprised of three Levels and a selectable Boss Game, and the
eighth is one Level with the chance to smack that witch for
causing all the trouble. Each Level has three Sub-Levels in
which you must direct Kirby to the exit door collecting stars
and medals along the way. After completing all three you get to
play a Bonus Game where you attempt to complete the longest
jump with a limited amount of ink, and the further you jump the
more stars you will be rewarded. Once a Level is completed,
that Level then becomes available in Rainbow Run Mode - another
game type in which you must complete a Level in the fastest
time or use as little ink as possible in order to earn Medals.
The
Boss Game select screen gives you the choice of which of the
three bosses to battle, which is useful because each boss is a
completely different Sub-Game and reminiscent of previous
handheld Kirby outings. The first is a Breakout style
game in which you draw paddles that Kirby will bounce off,
enabling you to break blocks and defeat enemies. The second is
a race against the boss in a mine cart, where you must collect
speed boosts and avoid obstructions and the third involves a
series of dot to dot pictures that you must complete in the
fastest possible time. Once both Levels of these three are
completed, they are selectable as Sub-Games from the Main Menu,
adding to the titles replay value.
As
I mentioned before, throughout the main game there are
collectable Medals and Stars. Gathering one hundred stars, not
a difficult task due to their abundance, awards the player an
extra Life. Medals
on the other hand are quite different, some are easy to attain
but others may require the player to solve a puzzle or execute
a difficult stylus manoeuvre. The purpose of these Medals is as
a type of currency with which to open the games many
unlockables; ranging from extra sounds in the Sound Test area,
to different colour lines for the game and extra Levels for the
Rainbow Run, adding yet another level of depth to replaying the
title, as its incredibly unlikely you would stumble onto all of
the Medals on your first attempt.
While
never really pushing the NintendoDS, the games graphics are
polished and clear. A lot of bright, contrasting colours are
used and really give the game a Kirby feel. All gameplay is on
the Touch Screen where as the top screen has the game radar and
details such as the amount of ink left and Stars collected. The
sound is nothing special, just what you would expect from a
bouncy 2D Platformer - a typically cheery soundtrack and
effects relating well to the action on the screen.
It’s
safe to say that this game would not be possible on any other
console other than the NintendoDS and is a credit to
Nintendo’s constant drive for originality, even though
occasionally the need to be original can adversely affect
gameplay. Fortunately in the case of Kirby: Canvas Curse
this is not the case. The game starts easily enough and the
controls are a lot simpler than they might sound, but by the
end of the game you’ll need considerable Stylus skills and
give the puzzles more than a little thought, not to mention the
fiendishly difficult final Boss. The game bounds along at a
decent pace and I found myself making comparisons to the
classic Sonic The Hedgehog games on more than one
occasion - and this is my only main criticism, the game is
a standard Platform game. It’s true that the control system
is very different to the standard used in most Platformers, but
the “beat enemies-collect stuff-get to the end” system is
still essentially the one that has been perfected over the last
twenty years, and has become quite tired. The lack of an
inspiring addition to the formula is really the games only
downfall, as the games control innovations, polished feel and
replayability makes the title a worthwhile addition to any
Nintendo collection.
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