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The environment (called Traps and Tricks in Kirby's Dream Course, Stage Devices in Kirby: Canvas Curse, and Gimmicks in Kirby: Squeak Squad) can either help, hinder, or remain neutral to Kirby's progress when interacted with. Kirby's adventures throughout Planet Popstar, its surrounding planets, and beyond, introduce the player to a wide variety of environments, and most puzzles are based on some combination of these elements.
|This section is about the recurring environmental element. For the Copy Ability, see Water. For the Top Ride course in Kirby Air Ride, see Water (Top Ride course).|
Water is usually not hazardous to Kirby as he can swim, but it is deadly to most other terrestrial and flying enemies, as they promptly explode should they be exposed to water. Likewise, aquatic-only enemies, should they somehow end up on land, become essentially useless. In certain situations, areas can be flooded with water by destroying Bomb Blocks, such as in Candy Mountain and in Milky Way Wishes.
Only Sword, Hammer, Parasol, Master, Water, Spear, UFO, Staff, and Bell can be used while underwater, and all have severely-limited capabilities in such a situation. UFO Kirby can enter water, but in some games he is slowed down doing so. Missile Kirby can motion himself in the form entering it outside the water. Should Kirby have no Copy Ability or be using any other Copy Ability, he will resort to exhaling water, the aquatic equivalent to his Air Gun on dry land (the exceptions to this being in Kirby 64: The Crystal Shards, where he can both inhale and use any Copy Ability underwater, albeit slowed down, and Kirby's Dream Land 2 and Kirby's Dream Land 3, where he can use Copy Abilities, but not inhale unless he is partnered with Kine). Should Kirby take enough damage to lose his current copy ability underwater, the Ability Star will start floating to the surface, or sinking to the floor, and since Kirby cannot inhale while underwater, in most cases the star is irretrievable and disappears after a few seconds unless Kirby happens to be close to the surface when the star is lost. Kirby cannot swallow anything already inside his mouth while in water unless he is standing on solid ground. In Kirby: Squeak Squad, Ice and Tornado Kirby can freeze water and Spark can send sparks over water.
In Kirby: Canvas Curse, Kirby will automatically float upwards underwater, before coming to rest on the water's surface. Dashing or using a Copy Ability will propel him downwards, and he can still be guided by rainbow lines in the water. All his movements underwater are slowed down.
In Kirby Mass Attack, water functions somewhat differently; while the Kirbys are swimming inside water, an air meter appears and depletes the longer the Kirbys are in the water; the more Kirbys there are, the bigger the meter will be. The meter can be replenished by collecting air bubbles. Murky water is also introduced; the only differences it has being that it has an orange coloration rather than a blue one, and the air meter is depleted faster while swimming in it. If a Kirby is set on fire, jumping into water or using a water bubble will extinguish the flames. Kirby Mass Attack is currently the only Kirby game where Kirby cannot breathe infinitely underwater.
In Kirby and the Rainbow Curse, Kirby's normal underwater behavior is similar to in Kirby: Canvas Curse, except that the act of dashing will not propel him downwards on its own. In Kirby Submarine form, he can swim freely in any direction, guided by touchscreen taps, while automatically firing torpedoes forward. These torpedoes can be guided by rainbow ropes.
Currents are a recurring feature in water-heavy levels, such as in Olive Ocean in Kirby & The Amazing Mirror, and the penultimate level in Aqua Star of Kirby 64: The Crystal Shards. In most cases, currents are so fast that Kirby cannot swim against it, and would be swept along at great speed should he swim along its direction. These turn water-filled tunnels into one-way routes, providing a short-cut back into the main level from a secret location without having to return through a treacherous route, for example. Sometimes they are found in conjunction with Spikes, which Kirby can avoid by swimming against the current so there is more time to respond.
In certain situations, however, currents are just gentle enough for Kirby to swim against it, albeit at greatly-reduced speed. These are especially common in Kirby's Epic Yarn, made easier still from the fact that Dolphin's surge attack can go against any current (with only the exception of an especially strong current).
Wind, introduced in Kirby's Adventure, can both help and hinder Kirby's progress, either by blowing upwards to increase flying speed, or downwards to increase falling speed, usually into a pit or other hazard. Winds also blow sideways, usually in airship levels, decreasing or increasing Kirby's speed.
|Main article: Copy Essence|
|See also: Copy Essence Deluxe|
Copy Essences are objects introduced in Kirby Super Star, which gives its associated Copy Ability when Kirby touches it. The Deluxe version is only available in Milky Way Wishes, and works very differently. In Kirby Star Allies, throwing a Friend Heart at it gives the player the related Helper.
|Main article: Cannon|
A cannon in Kirby games refer to a big-bored medieval cannon, so large, in fact, that it vaguely resembles a cauldron. The first forms of the Cannon require the associated fuse to be lit by Kirby himself, before racing the spark running along the fuse to the cannon, jumping into it, and being blasted off to a side screen or secret area on the stage. Any Copy Ability with the Fire element will do the trick lighting the fuse - Master, Laser, and Triple Star work as well. Some cannons could be considered duds, as they will rotate like a regular cannon when Kirby hops inside, but explodes, sending Kirby flying a little ways, which is bad in enemy-infested areas as it leaves him vulnerable. Cannons are not considered to be items; they are part of the environment.
In Kirby Super Star and Kirby Super Star Ultra, the A.I. driving the Helpers or the second player controlling them can light the fuses for Kirby instead. Some of the fuses in these two titles, instead of ending blindly, have an attached detonator which, when destroyed or depressed in any method, lights the fuse.
Another common variant is the floating type, which does not require lighting fuses to be fired. These generally come in two colors: green and yellow. Yellow ones fire automatically while green ones require the player's input to fire. Some of these cannons rotate, and work like Zebon from the previous games. Some of the cannons in Kirby: Triple Deluxe turn or slide horizontally when the player tilts his/her Nintendo 3DS system.
|Main article: Switch|
In the Kirby games, Kirby must activate switches for various purposes. Switches are activated by depressing it - either by stepping on it or by attacking it.
In Kirby's Adventure, switches are huge buttons which unlock secret areas in the level they were found in. Once Kirby activates a switch, they vanish for the remainder of the game.
In Kirby Super Star and Kirby Super Star Ultra, there are more of the kind of switches found in Kirby's Adventure. Much smaller switches open mechanical doors that block Kirby's path - these only remain depressed and keep the associated doors open for a certain time, so Kirby must move quickly and have the appropriate Copy Ability prepared to solve the switch sequence.
In Kirby & The Amazing Mirror, big switches connect separate areas in the mirror world via Mirror Doors to Rainbow Route once depressed. Once all such switches are depressed, a new Golden Door containing most Copy Abilities opens for Kirby in the Rainbow Route. Switches are present in Kirby: Canvas Curse, where they retain their properties. There are also three big switches in the game – an orange one in Rift Ruin of Iello Adventure; a green one in Cold Course of Bloo Hills; and a blue one in Frozen Fantasy of Wonder Lilane. Depressing any one of these switches removes all blocks labelled with the switch symbol of that color from the entire game, which usually allows Kirby to retrieve the Medals which the blocks formerly blocked. A switch is one of the objects drawn in Paint Panic.
|“||These walls will rise when the panel colors have all been matched”|
|— Stage Devices • Kirby: Canvas Curse Instruction Booklet|
Not to be confused with Doors, Shutters are movable stone walls which block the player's progress. In almost all cases, there is a corresponding Switch or a series of Switches which activates each Shutter. Shutters either open temporarily or permanently, and there is no way to tell between the different kinds until it actually opens and closes. However, even should the Shutter be the permanently-opened type, it will be closed again when the level is reset.
There are several different kinds of Shutters in Kirby: Canvas Curse. They have the appearance of high-tech metal gates in-line with the techno theme of the game, and these replace the medieval stone gates in previous games. Likewise, they are activated with Switches, but instead of being always three tiles wide, they can be of varying sizes. Sometimes, however, these Shutters have spikes on them, and they should be avoided like any other hazard until opened. There are also Color Shutters that are always accompanied by a series of three color panels, which cycle between red, yellow, and blue when tapped on. When the entire series matches the Color Shutter's color, it opens.
Starting with Kirby's Return to Dream Land, a special type of shutter that requires a Key to open up appears, they are beige with a lock that has a blue star over it. Kirby Star Allies has some with stars color coded as blue or red, unlocked with the corresponding colored keys.
|Main article: Stake|
Darkness is the absence of light. In the Kirby series, darkness obscures doors and other objects. In Kirby's Return to Dream Land, darkness obscures everything except Kirby and the small area around him. The Light Copy Ability and Candles can help Kirby illuminate some or all of a dark room.
A rope (called String in Kirby Super Star) is any form of cable suspending orange platforms. The rope itself usually resembles the hemp variety, but sometimes resemble vines instead. Ropes can be cut with any sword-based ability, including Sword and Cutter, but since Master and Triple Star are effective in all puzzles, those work as well. Kirby's projectiles (when using Copy Abilities), can go through the platform; e.g. If Bomb Kirby places bombs at his feet while standing on the platform, they drop right through and hit anything below.
In Kirby Super Star, Ultra, and Kirby & The Amazing Mirror, ropes are part of puzzles involving platforms. When cut, they release the platforms, which allow Kirby to go through the pit which it once covered. Enemies can fall right through the platform, however. Rope puzzles are featured in several puzzles involving treasure in The Great Cave Offensive, and are common obstacles to Kirby from accessing 1UPs and various Food.
In Kirby: Squeak Squad, sometimes Ropes hold up entire floors instead of platforms, and drop it once cut.
In Kirby's Return to Dream Land, ropes can hold up metal platforms. When cut, the platform will fall and won't break. If a character is under the platform when it falls, he will get squished and KO'd.
In Kirby Star Allies, ropes return, along with new flaming chains, which can only be cut by sharp weapons that have an element to extinguish fire.
|“||If Kirby is able to find and touch a lantern on pitch black stages...
The entire stage will be lit up for a brief period of time.”
|— Stage Devices • Kirby: Canvas Curse Instruction Booklet|
A lantern is a source of light. Lanterns are only ever present in dark rooms, and serve to light these up temporarily. Most elements cannot be seen in dark rooms, and most enemies have a dull coloration until illuminated, and are difficult to spot, but outlines of lanterns can be seen against the background.
In most games, any ability with the fire element can light up a lantern, which burn for a good number of seconds and illuminates a dark area before needing to be re-lighted. In Kirby: Canvas Curse, however, lanterns can be lit by simply tapping it with the stylus.
In Kirby's Epic Yarn, lanterns are lit by pulling on an associated button with the yarn whip, and instead of illuminating the entire room, lanterns only light up the immediate surrounding area, and slowly grow dim instead of going out suddenly. Stogues, when rolled up into yarn balls, also provide an alternative means of illumination to lanterns.
In earlier games Kirby's Adventure and Kirby: Nightmare in Dream Land, the Light Copy Ability obtained from Cool Spooks serves the same purpose as lanterns, but lights up dark rooms permanently and completely.
|This section is about the common element of nature seen in the Kirby games. For the Top Ride course in Kirby Air Ride, see Grass (Top Ride course).|
Grass is a variety of plant life common on Planet Popstar as well as many other planets. In Kirby: Squeak Squad, Kirby: Triple Deluxe, and Kirby Star Allies, tall grass serves to obstruct the player's appearance and hide items, doors or other secrets. Tall grass can be cut down using any blade-based Copy Ability such as Cupid, Cutter, and Sword, or burnt to the ground using any ability with the Sizzle property, such as Fire and Hammer's Hammer Flip. Once burnt or cut down, grass may reveal food, Maxim Tomatoes, or doors to secret areas. In Kirby: Squeak Squad, the first level of Jam Jungle, the grass conceals several different kinds of Bubble items. In Kirby: Triple Deluxe, grass can hide keys as well.
|Main article: Pop Flower|
|“||Touch Pop Flowers to get items. Run for these flowers if you're in a pinch!”|
|— Get items from Pop Flowers! • Kirby Star Allies loading screen|
Pop Flowers are common plant life found in Kirby games. Since Kirby's Return to Dream Land, Pop Flowers can be found alongside paths, upon passing by a Pop Flower, it will bloom and grant a star or a food item. In Kirby's Return to Dream Land and Kirby: Triple Deluxe There is one unique type of Pop Flower per level, based on the environment they exist in (e.g. Pop Flowers found in Egg Engines look like gears), in Kirby's Return to Dream Land the color of their petals when in bloom also changes depending on the character who passed by it. Pop Flowers can also be destroyed by Super Abilities, but will still leave stars. In Kirby and the Rainbow Curse, Pop Flowers can grow on walls and ceilings, and can open up passageways when bloomed.
|“||Use the Cleaning ability to sweep up piles of leaves.”|
|— Sweep up leaves! • Kirby Star Allies loading screen|
Leaves are piles of fallen foliage. They can be swept away with the Cleaning ability or blown away by moves with the Bluster element, and can be burned with Fire or moves with the Sizzle element. They generally hide Point Stars, Treasure Chests, and sometimes round-trip doors.
|This section is about the objects in Kirby: Triple Deluxe. For the item in Kirby Fighters 2, see Ice Container.|
Containers are objects that can be broken to find items inside. In Kirby: Squeak Squad, Kirby can break open barrels to find items. Some barrels have open lids, allowing the hero to jump inside them to hide from passing enemies.
In Kirby: Triple Deluxe, wooden barrels (marked with jigsaw patterns) and wooden crates appear. Kirby can destroy these containers to access their contents. They hold anything from stars to enemies. Kirby: Planet Robobot introduces steel kegs.
Teleporters appear infrequently in Kirby: Triple Deluxe and Kirby: Planet Robobot. They appear as gold and red (or gold and blue) platforms adorned with star patterns. When Kirby steps on a teleporter, he will be instantly transported to the corresponding teleporter on a separate plane. Blue teleporters will shut off after a single use, while red teleporters can be used many times.
Swap Chambers are transparent contraptions introduced in Kirby: Planet Robobot. They come in pairs, each one situated on a separate plane. Both generally contain an enemy (usually a Gordo) or an item (such as a Code Cube). One has a battery compartment--when Kirby feeds it a battery, the contents of both chambers switch, and the sides of the chambers open to allow the hero to take the contents. When several pairs are on-screen at one time, they are color-coded.
Tubes are objects introduced in Kirby Triple Deluxe in specific rooms, but are much more prominently featured in Kirby: Planet Robobot. When Kirby stands directly next to one of these green tubes and the player presses whichever direction the tube is facing, the hero quickly slides through. He can use this to pass through walls. Most tubes are rounded but some are square-shaped.
|Main article: Truth Mirror|
Truth Mirrors are only found in the haunted stages in Kirby: Triple Deluxe. They are mirrors that allow the player to see objects that cannot be seen in the foreground.
Archer Face and Flying Targets
Archer Faces and Flying Targets are two obstacles that appear in conjuction with each other in Kirby Triple Deluxe, the Archer Face is a giant stone wheel made to look like a face, with a red or blue mouth that has a small opening and tongue, which slides as the face is tilted, the flying target is a white target with black rings and a red center, with a blue propeller.
Archer is required to shoot through the Archer Face's mouth so that it hits the target, making it explode into confetti, but in order for the arrow to hit the target, the Archer Face must be tilted with the 3Ds gyroscope, if Kirby hits all the targets, the Archer Face slides out of socket, falls offscreen, and breaks, allowing access to the area it was blocking, if Kirby takes too long, he will have to restart the process.
|Main article: Warp Hole|
Warp Holes are portals that take the player to a different area, behaving much like doors. In Dededetour, they are hidden throughout the mode and offer as shortcuts to improve the player's time.
Warp Windows take the place of Warp Holes in Kirby: Planet Robobot. They otherwise behave identically.
A Recovery Ring is a ring that appears in Kirby Mass Attack that is used to recover blue Kirbys that have been hurt by enemies or obstacles and restores them back to their normal pink color. They appear in every stage (not including boss stages), usually in a place where they can be easily accessed by the player. In some cases, the player can reveal a Recovery Ring by breaking a Star Block. Using a Recovery Ring does not cost anything to the player. To use it, a Kirby must pass through the ring.
Recovery Rings appear in Dedede's Drum Dash Deluxe as well. They are blue hoops with a heart in the center and a bell hanging from either side. King Dedede can restore his vitality by jumping through one.
Pull Rings are switch-like objects in Kirby Mass Attack, introduced in Stage 3 of Sandy Canyon; they are metal rings on chains. When the Kirbys pull on them, some blocks may move or some barriers will open; the speed of the events depends on the amount of Kirbys tugging on the Pull Ring, with all the effects being undone as the Kirbys let go of the Pull Ring. Some rings are bigger than others, some even requiring 10 Kirbys. Pull Rings can be hidden behind brown Grindarr.
Some golden Pull Rings have no ring; defeating the enemy that has the missing golden ring and reuniting it with its hook lets the Pull Ring become usable again.
Springy Mushrooms are obstacles in Kirby Mass Attack; they are green, giant mushrooms with yellow markings native to Green Grounds found in Stage 6 of that island. If a Kirby touches one, they will be bounced off and become dizzy, so it's best to avoid them. A single orange one bounces the Kirbys into a bonus area, which turns into a normal Springy Mushroom once the Kirbys return.
Ring Capsules are objects in Kirby Mass Attack, appearing in stage 2 of Volcano Valley; they are gray, spinning rings with green buttons on them. The Kirbys must use their Tank to shoot at the buttons, and once all are pressed, they will let out a jingle similar to those used by Melody Switches and then break apart, revealing their contents.
Pulley Platforms are two flat platforms in a pulley system, the platform with the most weight descends, and the other rises. They tend to be used in puzzles where one's weight has to be bigger to cause the other to rise.
In Kirby's Epic Yarn, they appear in Future City, where Waddle Dees continuously spawn and must be defeated to make it rise, in Kirby Mass Atttack, they are found in the upper path of Stage 4 of Volcano Valley, where they are pink and Flapbons summon Zombons and Big Zombons to disrupt the weight, and sometimes carry Fruit Nets. In Kirby: Triple Deluxe, they appear in Wild World and Endless Explosions, where they are golden.
An air bubble is, as its name suggests, a bubble of air. These bubbles are frequently found underwater in Kirby Mass Attack. In this game, the Kirbys need to breathe when submerged; they will only survive long dives by swallowing air bubbles. As the group of Kirbys grows, the necessity to frequently collect air bubbles shrinks, as each Kirby's presence adds an additional bar of air to the total. Air bubbles are released by cracks in the sea floor, shells, and several aquatic enemies.
A water bubble is a special bubble appearing in Kirby Mass Attack. It is found in Stage 1 of Volcano Valley. It is used throughout the stage to cool off Magoos, turn lava to rock, and to cool off burning Kirbys. Water bubbles pop easily.
Blocks are the most commonly-encountered environmental element, and are a staple of the Kirby series and its puzzles. They serve as basic obstacles, usually easily removed unless positioned in a particular way or used in combinations with other elements.
|Main article: Star Block|
A Star Block is an orange block with a white border and an upright five-pointed star on its sides. Star Blocks have been in every non-spinoff title since Kirby's Dream Land, and serve as the most basic destructible block.
Star Barriers are blocks in Kirby Mass Attack, they appear to be brown, stone bars that have three stars on them. They usually block objects and require many hits to break, in some cases, like Stage 2 of Volcano Valley, they are merely optional and usually hide Medals, but sometimes, like Stage 11 of Dedede Resort, they block the path and must be broken to continue.
|Main article: Bomb Block|
A Bomb Block looks near identical to a Star Block, albeit with a black bomb on the side instead of a white star. They are commonly part of puzzles where their destruction causes other blocks to be destroyed, created, or other elements to be revealed.
A Metal Block is a block that resembles a gray block of iron (in Kirby's Adventure, there were blocks that functioned the same as Metal Blocks but resembled the terrain). In certain titles they have small nibs around the central protrusion that resembles large rivets. It can be removed by using the following Copy Abilities: Burning, Fire, Metal, Hammer, Master, Missile, Magic, Smash, Stone, UFO, or Triple Star. In Kirby: Squeak Squad, they can also be removed with a third-level Star Spit.
Most of the time, they are found to be in the way of power-ups or hidden rooms, which requires the player to make a choice of returning with the appropriate Copy Ability to remove them or remembering to return later or simply pass it by altogether.
|Main article: Ability Block|
An Ability Block can only be destroyed using a specific Copy Ability; the appearance of the block reflects what Copy Ability is required to destroy it.
A Heave-Ho Block, called a Heavy Block in Europe, resembles a Star Block, but has a carved-stone appearance. It cannot be destroyed, but can be moved horizontally on a flat surface by means of Kirby's Inhale—this means that whenever Kirby encounters one of these blocks, he must either go around it, or forfeit the current Copy Ability to perform the Inhale. Alternatively, should Kirby be using Stone, Smash, Burning, Missile, Master, or in some cases Sword, the block can be moved using those abilities.
Two large examples of Heave-Ho Blocks exist—one in Moonlight Mansion and one in Mustard Mountain. These are four times the size of the small ones, and require the efforts of at least two Kirbys inhaling to actually move them. However, If Stone Kirby (or Smash Kirby's stone form and Master's down thrust) pounds the ground (or in Burning and Missile Kirby's case, hits the wall), the block will move somewhat; multiple pounds will eventually move the block out of the way.
In Kirby Mass Attack, Heave-Ho Blocks appear in multiple levels. A Heave-Ho Block can be moved by flicking Kirbys at it, which will cause it to slowly move forward. There are also three new variations:
- Brown Heave-Ho Blocks can be flicked at, but are extremely fragile, and will shatter if hit too many times, these usually aren't intended to be pushed, but rather appear as barricades locked in place via the shape of the ground.
- Bomb Bricks are a variant only found in Stage 8 of Sandy Canyon. These Heave-Ho Blocks have bombs strapped onto them with turquoise digital dials split into many fractions, these fractions turn red one by one, and when most of the fractions are red, it will release an alarm, once the whole dial is red, the bomb detonates. These blocks are used to break metal blocks and combat Giga Clanksprout. Some of these may have yellow dials and bigger fractions, making it detonate quicker, these are only used in the first phase of Giga Clanksprout's battle.
- Candle Blocks are only found in the lower path in Stage 6 of Volcano Valley, they act just like normal Heave-Ho blocks, but with a hollow center that houses a candle, providing light in the dark tunnels.
Super Inhale Block
Super Inhale Blocks appear in Kirby's Return to Dream Land and Kirby's Dream Collection Special Edition. They appear visually similar to Heave-Ho blocks, albeit appear smooth instead of rugged. As the name implies, and in a similar manner to Heave-Ho Blocks, Kirby must Super Inhale in order to deal with this block; a super inhale will allow Kirby eat the block, whereas with a Heave-Ho Block, it will only pull it in his direction. Super Inhale Blocks come in various shapes and sizes.
Fire Blocks are blocks made out of burning lava. While they are less common than other lava elements in the series, they are tamable. Copy Abilities with cold or wet attacks such as Ice, Water, and Parasol can cool them into rock. Kirby can then tread on them or break them with another attack.
An Electric Block is a block with a bolt of electricity in the center. It is an indestructible hazard that zaps anything that touches it, be it the player character or enemies.
In Kirby: Canvas Curse, these blocks appear in levels where Kirby needs to illuminate rooms, and they are highlighted green on the in-game map.
In Kirby Super Star and its remake, Electric Blocks feature in Mekkai, the Machine Planet in Milky Way Wishes, but since the games do not feature in-game maps of the sort as found in Kirby: Canvas Curse, they are not highlighted. On Halfmoon and Orange Ocean (Revenge of Meta Knight), rounded blue orbs with a yellow bolt of electricity can be found, and these are identical to the Electric Blocks found on Mekkai besides the appearance.
Breakable Blocks are blocks that break When Kirby stands on them for too long. In Kirby's Return to Dream Land and Kirby: Triple Deluxe, these blocks are marked with Xs and take a bit longer to break. In Egg Engines of Kirby's Return to Dream Land, Breakable Blocks are made of metal, but do not differ in any other way from the normal Breakable Block.
Durable Blocks are blocks, typically large in size, that can only be destroyed through the use of an offensive item. In Kirby's Return to Dream Land, these blocks are gold and shiny, and are destroyed by items such as the Balloon Bomb and the Stomper Boot. Durable Blocks in Kirby: Triple Deluxe take on three different looks: brown stone; porous, metamorphic rock; and gray steel, with an appearance similar to the gold blocks in Kirby's Return to Dream Land. The 3D Tilt Missile and 3D Laser Bar are among the items that can break them. In Kirby: Planet Robobot, gray Durable Blocks can be destroyed using Robobot Armor but gold ones must be broken using a stronger force.
A Bubble Block is a platform made out of bubbles. It pops shortly after the player character lands on it, releasing whatever that was contained inside. Most of them are empty, but sometimes they contain Stars and projectile-shooting enemies, such as Spear Waddle Dee.
Fruit blocks are blocks appearing only in Kirby Mass Attack. When a Kirby is launched at it, fruit will come out of it; this can be done many times before the block disappears. Apples will come out first, while bananas, as well as watermelons, come out after several hits.
Fruit blocks first appear in Stage 2 of Green Grounds, and make many other appearances afterwards. Sometimes the player needs to do specific things to get to them; for example, in Stage 1 of Volcano Valley, the player needs to use a Water bubble to cool the lava below the fruit block. They also appear in many Swap Blocks, along with regular star blocks.
Swap Blocks are special blocks in Kirby Mass Attack. It is a block extends a number of other blocks from it. After a few seconds, the blocks return to the Swap Block and are shuffled. The blocks contained depend on the level environment; they include Star Blocks, Fruit Blocks, Blast Blocks, and Skull Blocks.
Vanishing Blocks are purple, glassy blocks found in Kirby Mass Attack. They appear throughout the upper path of Stage 6 in Volcano Valley, and are only vulnerable to light. If in a lamp's light, they disappear and leave behind purple dotted outlines. The Kirbys are able to pass the vanishing blocks until the lamp stops shining on them, in which case they reappear.
Shift Blocks are rare blocks in Kirby Mass Attack, they resemble red Star Blocks with an orange star, but cannot be destroyed. They normally stay in one place, but swiftly change position and back again with a characteristic noise. This creates puzzles where a well timed flick is needed to succeed.
In Stage 7 of Volcano Valley, spiked Shift Blocks provide a dangerous obstacle and can harm Kirbys when they pop out of the ground, they are usually obscured before lightning flashes thanks to being in front of background walls that darken with it.
Terrain Blocks are large blocks in Kirby: Triple Deluxe. They are camouflaged to look like parts of the terrain. Kirby can hit them three times to destroy them, often finding stars or keychains in their wake.
Yarn Blocks are common blocks in Kirby's Epic Yarn and Kirby's Extra Epic Yarn. They can easily be broken if Kirby or Prince Fluff curls one up with their yarn whip, throw an object at it, or if they use their weight form above it. Many yarn blocks contain beads of various earnings which can be collected after breaking their boxes.
Cloth Blocks, like yarn blocks, are found in Kirby's Epic Yarn and Kirby's Extra Epic Yarn. They look like yarn blocks, but with a yellow center. They aren't affected by the yarn whip, therefore only the Weight form, a yarn ball, or an explosive can destroy them. Multi-colored cloth blocks appear in the Toy Tracks stage.
Denim Blocks are another block in Kirby's Epic Yarn and Kirby's Extra Epic Yarn, they appear to be made out of denim with an arrow, they are affected by gravity and cannot be destroyed, serving as a major obstacle when they fall, Kirby can be crushed under one and they tend to sit on less durable blocks.
|This section has a conjectural title|
Leather Blocks resemble Denim Blocks, but with a leathery texture instead of denim, with a blue and white yarn border and blue arrow, they are only found in the Mole Hole stage, they act like normal denim blocks, but the Digger Metamortex can push them out of his way.
Kirby's Block Ball only
|This section is currently under construction|
White blocks are the most common. There are four types: 1x1, 1x2, 2x1, and 2x2. The amount of points obtained upon hitting a white block depends on the size. 1x1 gives 50 points, 1x2 and 2x1 give 100 points, and 2x2 give 200 points. Hitting a 1x1, 1x2, or 2x1 white block will destroy it, but hitting a 2x2 white block will cause it to split into four 1x1 blocks, which can then be destroyed, for a total of 400 points. However, a Kirby Power Bounce can destroy a 2x2 white block, only granting the 200 points for hitting it, and preventing the 1x1 white blocks from appearing. Destroying white blocks with a Copy Ability will double the points obtained, giving 100 points for 1x1, 200 points for 1x2 and 2x1, and 400 points for 2x2; this will prevent the 2x2 white blocks from splitting, however. With 2x2 white blocks, using an ability to destroy the 1x1 blocks left behind is the ideal strategy, granting 600 points total instead of 400. When activating Flip, white blocks become gray blocks. White blocks are required to be destroyed to progress to the next round.
|Block size||Normal Ball||Kirby Power Bounce||Copy Ability|
|1x1||50 points||50 points||50x2 = 100 points|
|1x2/2x1||100 points||100 points||100x2 = 200 points|
|2x2||200 + 50x4 = 400 points||200 points||200x2 = 400 points|
Gray blocks follow similar guidelines to the white blocks. There are four types: 1x1, 1x2, 2x1, and 2x2. The amount of points obtained upon hitting a gray block is double the points obtained from white blocks. 1x1 gives 100 points, 1x2 and 2x1 give 200 points, and 2x2 give 400 points. Instead of being destroyed when hit normally, they flip and become the corresponding white blocks, thus the total points obtainable normally are 150 points for 1x1, 300 points for 1x2 and 2x1, and 800 for 2x2; 2x2 gray blocks do not split into four 1x1 gray blocks, instead turning into a 2x2 white block that can then be split into four 1x1 white blocks. It is advised not to hit gray blocks with the Kirby Power Bounce, as they will be destroyed, preventing them from being flipped into white blocks. Hitting gray blocks with a Copy Ability will double the points obtained, giving 200 points for 1x1 gray blocks, 400 points for 1x2 and 2x1 gray blocks, and 800 points for 2x2 gray blocks, but this destroys them, preventing any white blocks from appearing as a result. With 2x2 gray blocks, using an ability to destroy the 1x1 white blocks left behind is the ideal strategy, granting 1000 points total instead of 800. When activating Flip, gray blocks become white blocks. Gray blocks are required to be destroyed to progress to the next round.
|Block size||Normal Ball||Kirby Power Bounce||Copy Ability|
|1x1||100 + 50 = 150 points||100 points||100x2 = 200 points|
|1x2/2x1||200 + 100 = 300 points||200 points||200x2 = 400 points|
|2x2||400 + 200 + 50x4 = 800 points||400 points||400x2 = 800 points|
|“||You can not destroy these blocks normally, but if you use the Kirby Power Bounce, you can destroy them.”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Power Blocks can only be destroyed by using the Kirby Power Bounce technique, activated by pressing the A Button when the ball touches a paddle; this technique is taught in Stage 2, despite a couple of Power Blocks appearing in the Target Shooting Area of Stage 1. Power Blocks are colored black and give 500 points when destroyed.
|Main article: Ability Block#Kirby's Block Ball|
Ability Blocks can only be destroyed through the use of a Copy Ability and appear hollow. There are four types: 1x1, 1x2, 2x1, and 2x2. 1x1 gives 300 points, 1x2 and 2x1 give 500 points, and 2x2 give 800 points.
|“||Located in Target Shooting Areas, the Star Blocks you have acquired will cover the spike gutters in the Boss Area. The more Star Blocks acquired, the more spikes that are covered. In a Boss Area, if the ball hits a Star Block once, the spike it covered is revealed (see page 11).”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Collectible Star Blocks appear only in the Target Shooting Areas, with the exception of Stage 11. Unlike other blocks, they do not give points, instead being added to the Star Block count. Collected Star Blocks will reappear in the Boss Area, covering the spike gutters; they will disappear upon being hit. Collecting all of the Star Blocks in a stage will give a 1UP.
Metal Blocks can only be erased by the Crash item. They do not give points, and aren't required to to be destroyed.
|“||Once all the Switch Blocks are erased, the Bonus Round begins. You receive bonus points by clearing the screen perfectly (see page 16).”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Switch Block is a circle with a star in the center and two smaller circles orbiting it; in official artwork, the large circle is orange and the star and smaller circles are yellow. They give 500 points when destroyed. When all on-screen Switch Blocks are erased, all white blocks, gray blocks, and Power Blocks transform into Through Blocks.
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|2x1 and 1x2|
|“||During a Bonus Round, blocks change to bubble-like Through Blocks. If you hit a Through Block, the ball flies straight through the block, destroying it (see page 16).”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Through Blocks replace white and gray blocks once all Switch Blocks are destroyed. They appear bubble-like. As the name implies, when the ball destroys a Through Block, the ball continues going instead of rebounding. If all Through Blocks are destroyed within the 30-second time limit, the player will receive 500 points for each Through Block destroyed, and 500 points for each second remaining; if 30 seconds pass and all Through Blocks are not destroyed, all remaining blocks will revert to what they were before, and no bonus will be given, although the player still gets points for destroying Through Blocks. 1x1 gives 40 points, 1x2 and 2x1 give 80 points, and 2x2 give 160 points. As these point values are less than the points for destroying white or gray blocks, it is crucial to destroy all Through Blocks in order to obtain the bonus points.
|“||Each time you hit the ball, the points awarded increase. If you hit the block a seventh time while using a special ability, you will get a 1-Up and the block will disappear.”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Score Blocks resemble Star Blocks as they appear in other Kirby games; they are 2x2 units and feature a star in the middle. These blocks can be hit seven times before disappearing the eighth hit, with the point value doubling for the next hit. The first hit is 50 points, the second hit is 100 points, the third hit is 200 points, the fourth hit is 400 points, the fifth hit is 800 points, the sixth hit is 800 points, the seventh hit is 1600 points, and the eighth hit is 3200 points; this means a grand total of 6350 points. Unlike white and gray blocks, Copy Abilities do not destroy these, but double the points of each hit; when hit a seventh time while using one, the player will be given a 1UP and the Score Block will disappear; hitting it all seven times with a Copy Ability would give 100 points for the first hit, 200 points for the second, 400 points for the third, 800 points for the fourth, 1600 points for the fifth, and 3200 points for the sixth; this totals to 6300 points, and a 1UP, which is worth an additional 1000 points at the end of the stage. Some Score Blocks are hidden, but their locations can be identified by empty squares among the mass of blocks present upon starting a Block Area.
|“||This block causes the ball to accelerate when it bounces away.”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Pinball Blocks appear as typical circular bumpers in pinball games. It features a smiley face and four rounded panels along its circumference that it extends upon being hit by the ball. As bumpers do in pinball, Pinball Blocks will rebound the ball at a higher speed; they do not give points and cannot be destroyed.
|“||If you hit the star, it carries Kirby to the Bonus Game zone or the Boss Area.”|
|— Block Chart • Kirby's Block Ball Instruction Booklet|
Warp Stars lead Kirby to the Bonus Game zone or the Boss Area. Ones that lead to the Bonus Game zone are hidden, but finding them can allow the player to pick a Bonus Game and obtain extra lives, which give 1000 points per remaining ball. Warp Stars leading to the Boss Area appear after hitting the enemy in the Target Shooting Area four times; these ones are required.
Hazards are environmental objects serving as pure impediments. Failure to avoid them will result in a loss of health or, as with the more dangerous ones, an immediate loss of life. They are especially dangerous in Extra Mode, where in certain titles Kirby's hitpoints are halved. Sometimes Hazards can be manipulated to the player's advantage by making enemies run into them, a classic example being the lava pit in the fight against Bohboh in Kirby: Squeak Squad.
Spikes are simply sharp, pointed stakes planted along surfaces, including floors, ceilings, and walls. It is among the most commonly-encountered impediment in the games. Along with Lava and electrified surfaces, Kirby takes damage upon coming into contact with spikes, but in certain games, enemies can walk through spikes unharmed. Kirby loses his current Copy Ability if he is hurt by spikes and the Ability Star is destroyed should it touch spikes.
Sometimes spikes are hidden by Blocks until those are destroyed. This situation is rather more common than lava tiles being uncovered after Blocks are destroyed, for example. While Wheel Kirby can roll over lava unharmed in Kirby: Squeak Squad, he is not immune to Spikes in some games.
In Kirby: Canvas Curse, there are certain Blocks which periodically extend spikes roughly every seven seconds. They usually feature alongside regular spiked surfaces.
Lava is a common hazard in the games. It is usually seen in fire-themed levels, like Vocal Volcano or Mustard Mountain. Along with Spikes and electrified surfaces, Kirby and all enemies take damage upon coming into contact with lava. Kirby loses his current Copy Ability if hurt by lava and the Ability Star is destroyed should it touch lava. Lava is more dangerous than spikes, as it sets Kirby on fire and immobilizes him on the ground until the fires go out by itself.
In Kirby: Squeak Squad, lava can be cooled off to just rock using the Ice or Ice Sword abilities, allowing Kirby to safely travel across it. These rock surfaces, however, are highly fragile - performing any vigorous jumping and/or bumping that would destroy Star Blocks will likewise disrupt such a surface and turn it back into lava. Alternatively, Wheel Kirby can roll over lava unharmed, and with the Ability Scroll, pick up the fire element in the process. Metal Kirby, only in Kirby: Squeak Squad, can also walk over lava unharmed.
In Kirby's Epic Yarn and Kirby's Extra Epic Yarn, hitting lava makes Kirby or Prince Fluff jump up and sink off the screen, which could be a reference to the dying sequence in Super Mario Bros. and its sequels. If not using a Metamortex, Kirby or Prince Fluff will wave their arms as if flailing, which may be a reference to Super Mario World or New Super Mario Bros., in which during the dying sequence, Mario or Luigi will wave his arms.
In Kirby Air Ride, it is possible to walk on the patch of lava in City Trial mode completely unharmed.
In Kirby's Return to Dream Land, Kirby: Triple Deluxe, and Kirby: Planet Robobot, Ice and Water Kirby can safely dash across lava without taking damage but stopping makes Kirby come in contact with the lava again.
In Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros. Ultimate, lava serves different purposes depending on which they game they appear in. In Super Smash Bros. for Nintendo 3DS’s Smash Run, touching lava, also called Danger Zones, results in an instant KO, while Danger Zones in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate’s The Great Cave Offensive stage KOs fighters who have higher than 100% of damage. In Super Smash Bros. for Wii U’s stage builder, the same texture for magma reuses that of Danger Zones, except magma does not KO.
Quicksand is a loose soil which is unable to keep heavy things up, resulting in heavy objects sinking into it, because of this, Kirby is unable to stand on quicksand without slowly sinking, the quicksand itself won't kill him, it may even lead him to a hidden area, but quicksand is mainly over bottomless pits, which Kirby will sink into if not careful.
In Kirby's Epic Yarn and Kirby's Extra Epic Yarn, quicksand is primarily featured in Pyramid Sands and appears to be an orange and yellow cloth that gets unraveled, only to reveal another layer behind it, Angie will save Kirby or Prince Fluff if they reach the bottom, as it's a bottomless pit. A single patch of it also appears in Mole Hole, guarding a Bonus Star, while it does have a bottom, a hungry Gator resides at the bottom, so Digger Kirby will have to get out fast.
In Kirby Mass Attack, a Kirby who reaches the bottom of a quicksand pits will be KO'd automatically. A patch also appears during the rematch with Great Gear in Volcano Valley, which periodically hardens into dry land.
Vents are pillars of fire which tend to erupt from lava or other sources of fire. They are harmful to Kirby, and destroy the ability star should one come into contact with them.
In Kirby & The Amazing Mirror, vents are only found in Mustard Mountain, where they effectively act as walls. They erupt from floors, walls, and ceilings. The only way to get past these vents is to avoid them, wait for them to stop erupting momentarily, or use certain abilities, say Invincibility Candy, Tornado, Burning, Hammer's Giant Swing attack, and Master's Drill Rush to name a few.
In Kirby: Squeak Squad, vents are much smaller, and no longer act as walls i.e. should Kirby be invincible or somehow be immune to the effects of fire, he can walk right through them. Otherwise, the vents can be permanently extinguished using Ice, Ice Bomb, or Ice Sword.
In Kirby's Epic Yarn, vents are extremely rare. They take on the form of leather pouches that spew red yarn for flames, and have a button hanging off the neck of the pouch. By using a Yarn Whip on the button, Kirby or Prince Fluff can seal the pouch for a limited time. Run of the mill vents also appear in this game as the form of small, red leather pockets, these ones shoot yellow cottonballs instead of yarn, the Fire Engine Metamortex can cool these off, also existing is a variant exclusive to Frosty Wheel, these are blue pockets that shoot icy winds.
A boulder is a large, round rock. Most of the time, they fall from ceilings, and Kirby needs to get away from it before being squashed, but sometimes they are static and are merely in Kirby's way.
Boulders are first introduced in Kirby's Dream Land 3. Here, they will fall from ceilings and start rolling towards Kirby. Sometimes a gap is present and it will get stuck, preventing it from moving. They will hurt Kirby if he touches one, even if it isn't moving. In some levels, they will often block passageways or items.
In Kirby: Canvas Curse, they are initially found attached to ceilings, and break once they hit the ground, but in later levels they would roll towards the player character. They can be tapped with the stylus to be broken into pieces, which can likewise be broken, as otherwise, both hurt the player character should they come into contact with them. In Cold Course, boulders take on the appearance of huge chunks of ice instead.
In Kirby: Squeak Squad, boulders come in various shapes and sizes, but still fall from the ceiling, same as before. This time, however, the large ones continue rolling until they hit a wall or another boulder. Sometimes, boulder drops can be controlled by means of a Switch, and hence can be used against enemies. In the fight against Big Metalun, the vibration from it walking around dislodges smaller boulders with effects not unlike explosive coconuts, but these break once they hit the ground.
In Super Smash Bros. Brawl, they still drop from ceilings, and are a common sight in underground areas. They do damage, the amount of which depends on the difficulty.
In Kirby's Return to Dream Land, boulders take on many appearances. Raisin Ruins features balls of large, tan earth. In Onion Ocean, giant spiky sea shells serve as boulders. Both the sea shells and large ice spheres appear in White Wafers. In Nutty Noon, boulders are large iron spike balls. Egg Engines has gear like grinders that act similar to the sea shells in that they are underwater obstacles. Boulders take on a molten appearance in Dangerous Dinner, with the ones in Stage 3 of that stage floating and resembling suns.
While boulders do not appear in the New Challenge Stages in Kirby's Dream Collection Special Edition, huge gears serve the same purpose, the Wing challenge has molten gears that act likes Dangerous Dinner's floating boulders.
In Kirby: Triple Deluxe, boulders roll down slopes in the background before launching into the air and smashing into the foreground. In certain stages in Old Odyssey and Royal Road, snowballs grow as they roll, becoming gigantic hazards.
Spiked Rocks are obstacles found only in Kirby's Dream Land 3. They are brown, rectangular stones with sharp spikes on each side. They are usually seen floating up and down in a set movement, like Gordos. Some peek in and out of holes in walls; these are always square.
Iceberg has a special type made out of ice, but it does not differ from normal Spiked Rocks.
Icicles and Stalactites
Icicles are a common threat in the Kirby series. the hang down from ceilings in cold places and drop when Kirby comes near. In some games, the player is able to destroy icicles before they drop. In Kirby: Canvas Curse, some icicles can grow back almost immediately after crashing to the ground. Giant icicles exist in Kirby Mass Attack. Ice Dragon and Magolor Soul use these hazards for attacks.
Stalactites appear in a few games, taking the role of icicles in caves or canyons. In Cool Cave of Kirby's Epic Yarn, Kirby and Prince Fluff must use falling stalactites as stepping stools to continue through the level. Fatty Puffer uses stalactites for an attack.
Strange plant life has been known to inhabit Dream Land, such as palm trees that spawn and often drop explosive coconuts.
An explosive coconut is an item (not one Kirby can grab) that drops on Kirby from a palm tree, or simply from mid-air, when he travels into the area underneath it. It is vulnerable to all forms of attack including the Air Gun, and gives no ability when inhaled. These palm trees are common in tropical island areas, like Float Islands. In an area with large numbers of them, Parasol is very effective, as it passively shields Kirby from the blast. Like regular land-based enemies, explosive coconuts are destroyed once they come into contact with water.
Bonkers, Super Bonkers, and Spark Bonkers are the only mid-bosses who throw explosive coconuts around as projectiles. In most games, Bonkers only throws out one coconut at a time, but in Kirby Super Star and Kirby Super Star Ultra, he may occasionally throw three consecutively. The explosive coconuts thrown by Bonkers are the only ones that appear in Kirby: Triple Deluxe.
Crets in Kirby: Squeak Squad send these down on Kirby occasionally. Beanbons, Big Beanbons, and Giant Beanbons in Kirby Mass Attack can fire explosive coconuts if left alone for a long enough period. Explosive coconuts appear in the New Challenge Stages in Kirby's Dream Collection Special Edition as well. It appears in the Fighter Combat Chamber and the Smash Combat Chamber EX, as Bonkers' attack.
Spike Balls are, as their name suggests, balls covered in sharp spikes, they first appear in Kirby Mass Attack, where they appear to be organic, almost as if they are a fruit or nut, and come in three types:
- Red Spike Balls commonly drop from great heights, and break once they land or hit a Kirby, they also are seen rolling about in the Teetering Tree within Stage 11 of Dedede Resort, where in which a large one also appears. Roguemoles sometimes drop these, if the Kirbys fail to dispose of Giant Schnoz in Stage 5 of Green Grounds, they will be flung into a tree with spike balls growing on it, which will then fall and bombard the Kirbys, Pricklebats are red spike balls with a face and wings. Whispy Woods also drops these.
- Green Spike Balls have bouncier properties when compared to red spike balls, they do not break when they land, and instead bounce. They do break after a while or if they hit a Kirby, they are utilized by some Roguemoles, Whispy Woods and are also spat out by Great Gear. Notably, some appear concealed in a wall of Star Blocks in Stage 9 of Green Grounds, however, they noticeably lack the bouncing properties of normal Green Spike Balls, seen if they hit the ground, they still do not break once they fall, however, and contact with a Kirby is the only thing that does break it.
- Gray Spike Balls appear in the Skull Tower in Stage 8 of Volcano Valley, they are the most dangerous type of Spike Ball, as they are indestructible, so they will be able to mow down an entire Kirby army if they are not careful, especially a single large one in one of the rooms, the only way to dispose of them is to make them roll out of the holes in the side. It is unknown if they are actually organic, as their sturdy abilities possibly mean they are made out of metal.
In Kirby's Return to Dream Land, boulders in Stage 1 of Nutty Noon are spiked balls, except this time, they are actually a steel or iron instead of being organic.
Spinning Bars are very rare obstacles in Kirby's Dream Land 3, appearing on Star Blocks in Stage 6 of Ripple Field and as traps in one of the last floors of King Dedede's tower in Stage 5 of Iceberg. They consist of four black balls, with the last one connected to an object like a solid surface. The bars spin around, and touching them can hurt Kirby, he needs to run past them or fly over them to not get hurt, but Star Block connected ones can be stopped by simply breaking the blocks.
3D Spiked Tree
3D Spiked Trees are obstacles in Kirby Triple Deluxe. This vegetation grows only in Wild World and is seen in Stage 1 and Stage EX, and can be a small tree without a canopy, these trees spin around and have branches covered in sharp spikes, these damage Kirby if he touches them. While some are small, there are occasionally humongous 3D Spiked Trees with giant, red branches, Waddle Dees are seen spinning them around using handles.
3D Securitron is a security system exclusive to Royal Road in Kirby: Triple Deluxe. It consists of walls in the background made up of individual blocks. Certain blocks blink and make a clicking sound before springing forward like Springy Hands: if Kirby is hit by one, he is violently thrusted against the screen. Most 3D Securitron blocks retract back into their original position after a few seconds.
3D Ice Cream Machine
3D Ice Cream Machines are obstacles in Kirby: Planet Robobot that are found in stage 4 and 7 of Overload Ocean, within the ice cream factory. They are giant, purple ice cream machines that make soft serve ice cream, the newly made cone will then topple over into the layer in front of them, damaging Kirby if he is underneath it, should it still be on the screen once it falls the ice cream will splatter and obscure the screen. The ice cream comes in various colors.
Cyber Clacker is a square prism that extends out of the background in the digital dimension portions of Access Ark in Kirby: Planet Robobot. Initially, a white light traces a square, signifying where it'll appear, before thrusting out toward the screen alike to the 3D Securitron. They do not retract unless they hit the player.
Kirby's Dream Course only
Bumper are green lines that sometimes appears in the course, if Kirby rolls to a bumper, he'll bounce back.
Day and Night Switch
Kirby Air Ride only
The Boost Pad boosts the player's Air Ride Machine when activated. It is present in every course Air Ride course but Nebula Belt, and spawns in the Grass Top Ride course. There are many different kinds of boost pads, and they come in many different sizes. Only the large and medium ones are found in Air Ride courses. Small ones are found in certain Stadium events.
Most boost pads are green in color. Besides differences in size, there are two different kinds - The kind that appears as two green chevrons change the player's direction when boost is activated immediately into the direction it is pointing in, regardless of the player's original direction. The other kind, which resembles two green diamonds stacked on each other, does not change the player's direction, but simply applies the boost in his/her current direction.
The last one, only present in the Drag Race #2 Stadium, is not a Pad at all, but a vertical yellow-orange, semi-transparent energy field that boosts the player when passed through.
Since the green ones cover a certain area, there is a technique in Air Ride mode referred to as double or even multiple-boosting, whereby the Pad is activated multiple times as the player's Air Ride Machine passes over it to maximize speed gain. The efficacy of the technique is affected by the size of the Air Ride Machine - the larger the machine, the more difficult it is to perform multiple boosts using one Boost Pad.
Copy Chance Wheel
The Copy Chance Wheel is a large, semi-transparent, flashing purple question mark on a square patch with another question mark. It is present in Nebula Belt, Celestial Valley, and on top of a building in City Trial. Passing through it starts off the roulette of Copy Abilities, which flash by randomly. If none are selected, the player is given a random one at the end. Its function is similar to Mix in other games.
The Grind Rail is a feature present in every Air Ride course but Sky Sands and Nebula Belt. When the player lands on any part of the Rail, the Air Ride Machine automatically moves along a pre-set course along the rail. Even when the rail bends and twists (usually), it is taken as a straight path, so should the player be following another player's Air Ride Machine on the same rail, Star Drafting applies.
Any incline in Kirby Air Ride can be taken as a Ramp, as long as the Air Ride Machine being used has enough glide to make it so, but purpose-made ramps end at a sharp angle downwards, pretty much guaranteeing at least some air time for every vehicle capable of flight.
There are several Super Boost Ramps in City Trial that do not resemble ramps in the traditional sense. They are white, glowing squares that boost the player up to a pre-determined position. In Beanstalk Park, there are two pink, circular pads that work exactly the same as the square Super Boost Ramps in City Trial, and they bring the player up to a higher, more desirable length of track.
The Spin Panel resembles a short, static vortex of energy over a circular area, and is only found in Checker Knights. Activating it sends the player's Air Ride Machine into a spin, not unlike when performing the quickspin, but the player can turn much better when spinning, and does not lose much speed. The player also gains a slight speed boost, similar to Boost Pads. Hitting enemies and other players while spinning sends them flying.
|This section has a conjectural title|
The Switch Panel is a panel that activates, or sometimes deactivates some other mechanism in the course. It comes in two varieties: The large one is white in color, usually with two triangular arrows facing each other, found in Sky Sands and Frozen Hillside. The smaller variant is a pink square, found in Checker Knights and Drag Race Stadium #2.
In Sky Sands, it opens a shortcut. In Frozen Hillside, there are a total of four Panels, the first of which deactivates a laser array, the second illuminates a dark passage, the third and fourth opens up the final run and reveals additional Boost Pads. In Checker Knights and the Drag Race, the pink squares lower and raise walls, which can be used to impede other players.
Kirby: Canvas Curse and Kirby and the Rainbow Curse only
|This section has a conjectural title|
|All the features do not have official titles, and are given conjectural names.|
|Main article: Action Block|
Ball bearings are small, metallic spheres. By drawing rainbow ropes under them, the player can move them like he/she would move Kirby. They appear in several stages and are used to hit switches or defeat enemies behinds walls Kirby cannot cross.
Giant golden bells appear in certain stages. They barely move when Kirby Tap Dashes into them. When Kirby fires out of a cannon or Star Dashes into them, however, their metallic eyes open as they break free and fly away. They also emit a loud "gong" sound.
Boost panels are flat, gray boards that lay on the ground in certain stages. Touching a boost panel will cause Kirby to speed in the direction the panel's arrows face. This may impede the player's progress if the panel is facing backwards.
Boost Rings are yellow and green hoops that momentarily boost Kirby out at a high speed when he enters them. The occasionally appear to help Kirby escape from Gray Zones or to speed Kirby Rocket through corridors.
|This section is about the hazard. For other uses of the term "Bubble", see Bubble (disambiguation).|
Bubbles in Kirby: Canvas Curse are hazards which emerge from pits and fly into the air. Should the player character come into contact with one, it would entrap the player character and bring the character up with it. Bubbles can be popped with a tap from the stylus. While they can be used as an elevator, player-drawn Rainbow Lines can do the same, which makes bubbles more of an annoyance as they can drift in random directions. Bubbles cannot be blocked using Rainbow Lines.
Bumpers are objects which bounce the player character about when hit, much like buttons and spring pads in Kirby's Pinball Land, or any Pinball machine. They come in two shapes - the pad variant, which is attached to surfaces, and the rounded button variant, which is free-standing. Each of the button ones start off containing a Star, and the blue decorative star in the middle glows brightly. They relinquish the star when the player character bounces into it and the central star stops glowing. They also will explode if hit enough times by the player.
Large bodies of clay appear as obstacles in Kirby and the Rainbow Curse. To displace it, the player must draw rainbow ropes in it. Kirby must "dig" through great amounts of clay over the course of the game, particularly in the stage Dig and Dash.
In Kirby: Canvas Curse, a Checkpoint is a device resembling a switch attached via a blue and white string to a large white balloon with a large yellow star on it. Once the player character passes over it, the balloon glows white and four yellow stars encircle it. Checkpoints are spawn points which the player reappears in should all HP be lost, and their use is optional.
The Crane is a simple mechanical claw that picks up the player character when run into, before moving in a predetermined path. The Crane can be deactivated to drop the player character at any time after being prompted by a series of three arrows appearing beside its central purple button.
Breakable Walls are simple obstructions which can be cleared with a few taps from the stylus. While easy to remove, their presence is not always immediately obvious, as their coloration blends in with the rest of the level. Breakable Walls take on different looks for different levels.
Drop blocks aren't Blocks in the traditional sense, as they are activated by standard Switches - no other Block is interacted with like this. They do not exist individually, but rather in a mass which drops down once the corresponding Switch has been activated, opening up a previously-covered route and potentially covering a previously-accessible one.
Fans are spinning contraptions that boost Kirby in the direction it's facing. In Kirby: Canvas Curse, fans always point upwards. Once Kirby entered the air blowing from a fan, he is held in the vortex, but can get out of it by following a Rainbow Line. By pressing the button on the fan, Kirby gets boosted high up for a moment, but he still held in place by the vortex.
Inflatable bombs are balloon-like bombs that appear in some stages or Kirby: Canvas Curse. They attempt to loosely follow Kirby, and will explode if they touch him. If the player taps one with the stylus, the bomb will inflate a little bit. Inflatable bombs will explode if tapped thrice with the stylus. The explosion will hurt Kirby whether it was intentional or not, so the player should be cautious. Inflatable bombs appear as a part of the Room Guarder portion of Mad Mechanism.
|“||Kirby takes damage whenever a laser hits him, so...
Draw rainbow lines to protect Kirby and get him safely past the laser.”
|— Stage Devices • Kirby: Canvas Curse Instruction Booklet|
Mines are found in numerous levels. They float in the air or underwater and stick to Kirby when he touches them. Mines will begin beeping once Kirby has come close enough, and will quickly turn red and explode. The explosive can be removed from Kirby if the hero bumps into a wall. Mines appear as a part of the Room Guarder portion of Mad Mechanism.
Like Drop blocks, Movement Blocks aren't blocks in the traditional sense, as they are activated by purple stylus-activated Switches - no other Block is interacted with like this. This kind of block moves from its original position in the direction of the arrow on its button and stops when it can move no more, and the direction of its arrow changes so it can be moved in another direction. It is found within Noise Zones where the player has no direct control over the character, and serve to deflect the character's movement in some way.
Orbiters are strange objects found only in Wonder Lilane's Spectacle Space. Orbiters merely float in space; if Kirby gets near one, he'll start orbiting around it. He can pull away from its orbit by riding a rainbow line away, dashing repeatedly, or using the Burning ability. Orbiters exist to let the player regenerate paint to create rainbow lines in the stage's massive second room.
A few levels contain bombs attached to yellow paracutes. These bombs simply drift down from the sky, exploding if they make contact with the terrain or Kirby. The player can make them explode by tapping them with the stylus. Parachute bombs appear as a Room Guarder in Dreamy Darkness. Bombs with purple parachutes are painted (and created) by Drawcia during the final boss battle.
Point Star Block
Point Star Blocks are rare red and white blocks adorned with gold medallions. When hit by a Tap Dash or Star Dash, it spews a hoard of Point Stars for Kirby to collect.
A Post is a dashed vertical line on a triangular stand. It stops the player character moving if he was originally not moving too quickly i.e. not dashing. Most of the time, they guard against the player from dropping into bottomless pits in tricky platforming sequences and allow the player to catch a breather and let the Rainbow Ink replenish. Tapping the player character with the stylus causes him to dash across and free of the Post. In Kirby and the Rainbow Curse, the post will sink into the ground and quickly poke back up when Kirby runs into it.
A Bar is a rotating device in Kirby: Canvas Curse. Most of them have an associated purple touch-activated switch, which stops the Bar once tapped on. The Bars move with varying speeds; several are slow enough to easily pass by, while others move so fast that is impossible to get past without getting hurt.
In Kirby and the Rainbow Curse, Bars are circular in design and occasionally move along rails.
Sensor Fields are pink areas generated by machines. When an object enters the field, metal gates open elsewhere. When the object exits the field, the gates close. In order to get through, Kirby must take advantage of ball bearings and/or Shockcreepas entering the field.
A Star Spinner is a beneficial device. Each one starts off with a glowing central yellow star. When the player character rolls across it for the first time, the Spinner releases several Stars, and its central star stops glowing. After doing this, it no longer does anything interesting. Interacting with a Star Spinner does not affect the direction of movement or speed of the player character in any way. Star Spinners and a larger variant appear in Kirby and the Rainbow Curse.
Noise Zone/Gray Zone
A Noise Zone is an area that appears to be covered by a sparse matrix of multi-colored pixels. Such an area cannot have Rainbow Lines drawn inside, but other means of interaction with the Magical Paintbrush i.e. other uses of the stylus besides drawing including tapping on the player character and objects remain intact. Essentially it takes away direct control over the movement of the player character, and the player must make use of other means and other environmental features to navigate such an area.
In Kirby and the Rainbow Curse, Gray Zones exist. These are zones devoid of color that, like Noise Zones, cannot be drawn in.
Sticky Cloud/Bouncy Cloud
While clouds appear in many games as platforms, sticky clouds are exclusive to Kirby: Canvas Curse. Appearing only in the tutorial and Growth Grasses, sticky clouds hang in the air and trap Kirby if he touches one. They can be dispelled by a touch with the stylus or a copy ability.
Cloud platforms appear in Kirby and the Rainbow Curse. Unlike the sticky variant in Kirby: Canvas Curse, these clouds have bouncy properties. When Kirby touches one, he springs into the air. The cloud then disappears for a short time before reappearing.
A Sticky Panel is a platform with the top surface covered with green adhesive, with green directional arrows. Should the character ball land on one, he will become stuck to it. The direction the player ball would be facing is determined by the direction of the arrow. Tapping the character will propel him in the direction of the arrow and away from the sticky surface.
It provides place for the player character to remain static, as otherwise some form of entrapment in the form of deep depressions or constant drawing of Rainbow Lines is required to do the same.
Suction pipes appear in many levels. Their sole purpose is quickly transport Kirby to another point in the level. Kirby can only enter them through one side, so once he's gone through, he can't return the same way.
Smiling face impressions appear on some walls in Kirby and the Rainbow Curse. When Kirby rolls past one, it opens its eyes and mouth, which both cast a glow. When passed a second time, it will return to its previous position. To open gates, Kirby must illuminate all faces in a set.
Waterfalls in Kirby and the Rainbow Curse act differently from waterfalls in other games. They are particularly strong; if Kirby rolls into one, he gets stuck under the intense downpour. In fact, waterfalls can push Kirby downward through thin platforms if the hero is positioned on one. The player can shield Kirby by drawing rainbow lines to block the water. Waterfalls are beneficial to Kirby Submarine, however, as he can cruise up them. Carpas are the only enemies in the game that are able to swim up waterfalls.
Kirby's Epic Yarn and Kirby's Extra Epic Yarn only
There are four different kinds of Buttons, each serving a different purpose. The first kind is red, appears to be made of plastic, and has four discontinuous pieces of string visible. This one is always attached with a string to some other object, which can be manipulated by pulling on the button with Kirby's yarn whip. Red buttons are always attached to objects that collapse when Kirby pulls the button, but a short time later return to their original form.
The second kind is made of blue plastic, and has only one discontinuous piece of string visible. When Kirby pulls on a blue button, the object it's attached to will collapse, and stay collapsed, unlike objects with red buttons.
The third kind appears to be a light brown (wood?) button with a green spiral on it. When Kirby pulls it, he turns into his Top form and rolls it up until it is fully rolled up. Usually the button is used to bring a bridge up. Other times it used for different things. Like in the boss battle with Capamari, this kind of button is on his cap, and Kirby pulls the button to unravel his cap. Also in Evergreen Lift, Kirby pulls the button to bring the lift up.
The fourth kind has a silvery, metal appearance, and has two pieces of string crossed at the center. This kind (called a brass button) is for Kirby to transform into the Pendulum. Most of the time, they are static elements, but in Stellar Way and Cloud Palace, they gain wings and can move about, taking Kirby throughout the levels.
Not to be confused with Patches in Kirby Air Ride, patches in Kirby's Epic Yarn are anything attached with a small red tab at the upper right corner, which allows it to be pulled off using Kirby's yarn whip. They come in several different shapes and sizes, but this does not always indicate what is behind it. Metamortex patches always cover Metamortexes; door-shaped patches always cover doors. These two always look the same. Square and circular patches can obscure just about everything but doors and Metamortexes, and their decoration varies from level to level.
In certain levels, a square, red exclamation mark can be revealed, and this turns a pre-determined element that was part of the background into a Patch, and this can be peeled off to reveal hidden objects.
The Reel Gate is the element that ends Kirby and Prince Fluff's Metamortex Transformations in Kirby's Epic Yarn. It resembles a long wooden reel with colored beads at each end. The Reel takes away the extra yarn from Metamortexes, passing Kirby and Prince Fluff under it in the process. Once over it, the two cannot backtrack through it.
Flare Batteries are obstacles in Kirby's Return to Dream Land which resemble large, glass capsules with stars in them, by using the Flare Beam Super Ability, Kirby can give energy to these batteries, once all in a set have been energized, they will release stars that give power to something, usually shutters.
Snow Bowling Pin
Snow Bowling Pins appear in most stages with the Snow Bowl Super Ability, if Kirby uses the Snow Bowl ability to bowl them down, a nearby party ball (which takes on a steel appearance in Dangerous Dinner) will open up and reward him with Stars and Food, Snow Bowling Pins are ice with spikes in White Wafers, and appear to be made out of molten lava and rock in Dangerous Dinner.
A single Grand Springboard appears in Stage 4 of Nutty Noon in Kirby's Return to Dream Land if Kirby uses the strongest form of the Grand Hammer Super Ability on it, it will bounce him up high, destroying things in his path, including the bell of Sky Tower itself.
Screws appear throughout Kirby: Planet Robobot and can only be removed using Robobot Armor. After the player approaches one and presses ↑, he/she must rapidly rotate the Circle Pad counterclockwise to unscrew it. Removing a screw from an object generally causes the object to break down; Kirby even defeats two mid-bosses this way.
Cranks have a hexagonal handle for Kirby's Robobot Armor to grip onto. To turn one, Kirby (in a suit of Robobot Armor) must approach it and press ↑, the rapidly rotate the Circle Pad. This can have a number of effects, from raising platforms to turning cylindrical chunks of floor. In the case of the latter, rotating it counterclockwise long enough causes the ground to fall out, revealing a collectible.
Docking Stations are metal contraptions that hold suits or Robobot Armor when they are not in use. When piloting a suit, Kirby can leave it in a station by approaching it and pressing ↑. The hero can reclaim the armor by jumping back into it. In some stages, Kirby can only attain Robobot Armor by finding it in a station. Aside from clearing a stage, leaving a suit of Robobot Armor in a station is the only way Kirby can exit to suit.