Kirby: Canvas Curse/Block Attack: Difference between revisions

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'''Stage 02'''<br>
'''Stage 02'''<br>
The stage looks and functions like a pinball machine. The bumpers will ricochet Kirby away, but with more speed than a regular object would. A new enemy shows up in Block Attack, {{wk|Blipper}}. Blipper is the fish with goggles over his eyes. He can be defeated, just as all of the other enemies.
The stage looks and functions like a pinball machine. The bumpers will ricochet Kirby away, but with more speed than a regular object would. A new enemy shows up in Block Attack, {{wk|Blipper}}. Blipper is the fish with goggles over his eyes. He can be defeated, just as all of the other enemies. The enemies in this room are tucked in the four corners. The bumper positions make the corners difficult to access. You'll need to direct Kirby in each corner. Once in, draw a paddle keeping him in until both the Bronto Burt and Glunk are destroyed. Hitting the bumper pads will add to the score, but it shouldn't be a focal point. Just get through the room as quickly as possible, although sheer luck is a factor in this particular room. +60 seconds are awarded for completion.
 
'''Stage 03'''<br>
This stage only has a single enemy, a single Cappy. Cappy rests very far, on top of the blocks, just below the gate to the next stage. the rest of this level plays as a break-out game. To get through, tap all of the bomb blocks as soon as you can see them. Keep Kirby near the blocks to be broken by drawing paddles. And tap as many blocks as possible between drawing the paddles. Cappy is unique in that he will need to be hit twice before dying. The first hit knocks his top off and the second slays it. +60 seconds are awarded for completion.
 
'''Stage 04'''<br>
Unfortunately, the pinball bumpers are back. This time they are less cumbersome to get around. Another bumper pad can be found on the walls. The initial section offers 2 paths, ignore the blocked one. The next section contains a single cappy and a bumper pad in the center of the area. Direct Kirby towards the Cappy and start tapping the blocks to get to the next section. The bumper pad will likely keep Kirby bouncing upwards to that area, so tap enough blocks to get through. The final area contains several Bouncies and Glunks. Try to keep Kirby in a small section until each enemy is defeated then repeat for the remaining section. +30 seconds are awarded for completion.
 
'''Stage 05'''<br>
This room is small and rather simple. Only a few enemies are present, Soarers, Blippers, and a mechanical enemy near a Maxim Tomato. Simply tap the blocks and burst through them to access the enemies. All of it is straight-forward. When attacking the mechanical enemy, draw a paddle to keep Kirby bashing against the enemy. +30 seconds are awarded for completion.
 
'''Stage 06'''<br>
This stage is broken into sections as the larger ones usually are. The first has a trio of Squishies and a Bouncy to eliminate. Keep Kirby near the top to save time and tap the blocks dividing the sections. After all are destroyed, move up to face the Soarers. Avoid the {{wk|Gordo}}, as it cannot be destroyed and causes health loss. Again try tapping the blocks dividing the areas to progress faster. The final area only has 3 Bouncies. The main obstacle here is not bouncing back to the previous area. Tap blocks and draw paddles angled to send Kirby to the right side of the room. After all three Bouncies are slain, quickly get through the gate to face Kracko Jr. +30 seconds are awarded for completion.
 
'''Stage 07'''<br>
You may be short on time at this point, so be prepared to work quickly! Kracko Jr. does not attack but has four spheres rotating around him and providing defense. He only takes damage when the spheres are resting and Kirby hits the eye. The fastest possibility here is to have Kracko Jr. in a top corner. Draw an angled paddle to contain Kirby and a portion of Kracko Jr. in a triangle shape. Kirby will bounce frantically increasing the chance of direct hits. Defeating Kracko Jr. adds 2000 points to the score and 30 seconds to the clock.
 
'''Stage 08'''<br>
The Kracko battle. Unlike Kracko Jr., this Kracko can charge up an electrical attack and deal damage. While the attack is charging, Kracko can still be hit. The clouds surrounding him will need to be smashed to get a momentarily clear shot at the eye. The clouds will regenerate, so act quickly. 90 seconds are added to the clock for beating Kracko. 2000 points are awarded as well.
 
'''Stage 09'''<br>
This stage is radically different than all that came before it. Not a single enemy is visible. After breaking each block, enemies will spawn in place of the blocks, and every single one needs to be destroyed to progress. The central block, however, contains and energy drink. While attempting this stage, avoid the spiked floors entirely by maintaining a paddle limiting Kirby's range of travel. The more he bouncies, the faster he'll go. So ideally, keep the paddle close enough to limit the area, but far enough to have reaction time. Be careful of drawing angled paddles. If you can keep Kirby to a certain area and break through to the top, no paddle will be needed. Kirby will continuously bounce between the ceiling and blocks. 60 seconds are added to the clock upon completion.
 
'''Stage 10'''<br>
Many enemies are visible from the start. Blippers are confined to a ring of multicolored blocks and Cappys are above it. Try to get into the ring and confine Kirby to it. Hitting the enemies will boost speed, so the reaction time needs to be instantaneous. 60 seconds are awarded upon completion.
 
'''Stage 11'''<br>
Scores of blocks, but only one mechanical enemy. Get through the blocks as quickly as possible. Utilize the bomb blocks, but aim to break through some place in the left-central area. A ledge with the mechanical enemy from Stage 05 opens on the left side. Draw an angled paddle as a wall keeping Kirby attacking the enemy. The gate on top will open to the next stage, get through as quickly as possible since the stages are now seeming to take longer to complete than the amount of time as rewards. Only 30 seconds are added to the clock upon completion of this stage.
 
'''Stage 12'''<br>
This stage can be beaten quickly. Begin by tapping blocks to the sections enclosing the lowest two enemies. Try to get Kirby dashing horizontally to make quick work of them, and move to the top quickly. Allow Kirby to freely bounce, focus on cracking the blocks to get to the enemies. The array of electrical blocks are behind multicolored blocks, which require multiple hits to destroy. So the hazards here can be entirely dismissed. 30 seconds are again awarded.
 
'''Stage 13'''<br>
The beginning of this stage has several blocks and spiked walls. After breaking through to a clear area of blocks a bumper pad can be used. Be careful of the bumper pad flailing Kirby directly to the wall spikes at a high speed. (Your humble editor died here.)


==Scoring, Ranking, and Tips==
==Scoring, Ranking, and Tips==
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