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Kirby & the Amazing Mirror (GBA, 2004)

Kirby & the Amazing Mirror (GBA, 2004)

Subgenre: 2D Maze Platformer/PA-lite, Similar to Great Cave Offensive in Kirby Super Star (optional exploration for chests and alternate exits - what matters is finding and beating the bosses), One vertical scrolling shooter boss fight


Movement Mechanics: Flight, Underwater swimming, Air dash


Other: Basic hub area and branching paths within areas/levels (can replay beaten areas), 3 CPU allies (can call them up when needed to make them join you and they can help with combat and healing as well as a handful of minor puzzles but on the whole are underused in SP mode and they can also get in the way in several ways - costs phone battery life)/4-player Co-op (can split up), A lot of paths lead to mini-games that send you back to an area's hub afterwards, MP coop mode where you can teleport to each other or explore on your own (making the allies system more useful since you can help each other open up paths, can also keep going even if player 1 dies in this mode)

  • You don't gain any permanent abilities/forms

  • World persistency issues - Chain bomb blocks used for puzzles generally don't reset when re-entering a room (sometimes blocks you off from alternate paths based on trial & error and you then have to re-enter the area from the hub area) while other opened paths that you'd want to keep opened do reset

  • Mostly non-linear structure after the first boss (branching paths (called hidden routes) within levels, can sometimes pick between more than one level in the hub world, can open up paths to some later areas instead of doing them in order - some areas connect to four other areas, area 5 doesn't connect to area 6 and area 7 doesn't connect to area 8)

  • More connected world than in previous games (levels/areas have a door around the mid-point (sometimes on a hidden path) which connects back to the hub world, more paths between areas)

  • Some abilities/forms for traversal and exploration (missile+fireball (fast flight), sword and cutter for ropes and vines, some "block breaker" forms which break the steel blocks/hard blocks (missile, master, smash, stone, UFO), laser ability - ricochets on slopes (a few puzzles), mini form for small paths, hammer/master/smash/stone for pegs/stumps (see Yoshi's Island), fire or burning form for lighting fuses on two cannons that transport you to another room, ice form lts you not slip on ice - not required, ranged attack forms - for taking out the door stealing enemies that burrow some doors underground) - the alternate forms gained are all temporary however and pretty easily lost like in previous games (here your allies can also steal them and you can't make them give you theirs), Some new forms

  • Can exit to the hub area at any point

  • Can find area maps (these show which rooms are connected and where you are+where you've been before+area names+boss and level goal rooms however they don't show room layouts at all, zoomable with A, they also don't show minor detour paths nor do they show which room has an unopened ability gate in it+you can't place a map marker in-game, no mini-map) - have to find one per area

  • Mostly mundane chest items/collectibles besides 4 extra HP for your life bar via the hearts (music tracks, color change, health and phone battery life consumables)

  • Minor puzzles (chain reaction blocks (some paths that open temporarily as you hit one of these forcing you to move quickly to get through the path - generally a trial & error affair, some spatial awareness challenges, at one or two points you make your CPU allies stand on door switches to progress - easy),

  • the other ones can be trivialized by calling your allies and the mole boss is easy with the throw ability), 3 other mini-games (decent but not part of the game itself), decent variation

  • If you inhale two enemies with Copy Abilities then you'll start a chance wheel and get a random ability,

  • Most alternate exits won't open up a new area in the hub world

  • Lives system (pretty easy to gain extra lives, frequent checkpoints)

  • No form/ability inventory (form/ability stars bounce away in an unwieldy way when hit or letting them go+disappear after a few seconds, can also bounce through one-way switch gates, can't grab dropped stars underwater), No item inventory (can't carry HP or battery items with you for later if currently at full stock)

  • Off-screen enemy respawning (mini-bosses also respawn however you can skip them when backtracking) - generally good for ability enemies but bad for others given the above

  • Auto-saves after reaching a level goal or mid-level exit (one slot per game only, respawn at hub area w/ CPU allies next to you)

  • One-way paths between rooms at various points in areas - you frequently run into a block type that only some forms can break and without such a form nearby so you're unable to take that path in your current run of the area (the game also doesn't show on the block or elsewhere which ability is needed or which form has it, you also might not get the right form when re-entering the level via the mid-point door which tends to have a couple of form spawners/statues in the first room)

  • Death pits here and there

  • Double-tap to run however you can tap once while moving and start running that way so it's a bit better

  • Can't stand on blocks created when freezing enemies (only push them forward)

  • No difficulty options (ignoring your allies is basically hard mode)

  • No item explanations in-game


Playthrough - Video ReviewMini Review



Influenced by: Kirby Superstar, Metroid series, probably Mega Man series, possibly Igavanias


Influenced: Possibly Castlevania Harmony of Despair, Guacamelee

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