Video Game: Kirby and The Amazing Mirror aka: Kirbyandthe Amazing Mirror
The pink puffball's second outing on the Game Boy Advance, Kirby And The Amazing Mirror shifts from the standard linear platformer norm to a sprawling Metroidvania game with optional cooperative multiplayer.The story begins with the Mirror World being taken over by Dark Mind, and Meta Knight going in to try and stop it. Meanwhile, as Kirby is walking he is attacked by a dark copy of Meta Knight from the Mirror World and split into four Kirbys of different colors. The four board a warp star and chase Dark Meta Knight into the Mirror World.The game is essentially what you get if you throw the Metroidvania genre in a blender with The Legend of Zelda: Four Swords and the Kirby franchise. The player must traverse a maze of nine interconnected areas, finding the maps for each, pressing buttons to connect them to the Hub Level, and defeating their bosses to collect the eight Mirror Shards to restore the Amazing Mirror, the path to the Final Boss. While you're doing that, the other three Kirbys are off on the adventure too, and you can call them by mobile phone at any time to help you fight enemies or solve puzzles which need an extra Kirby or two; the game also has a multiplayer mode which is pretty much the same thing except other players fill the roles of the other Kirbys.Kirby and The Amazing Mirror is one of the ten Game Boy Advance games to be available to participants in the Nintendo 3DS Ambassador Program, released exclusively to 3DS early adopters for free on the [eShop] in December 2011. In April 2014, the game was brought to Wii U's Virtual Console. (Like all Virtual Console games in the US, the multiplayer mode is inaccessible in these releases.)
It is interesting to note exactly how the art changed. Closer inspection reveals that Kirby and Sword traded colors and swapped positions. Also of note is that the total Angry!Kirby to Jolly!Kirby ratio is maintained. Taking the multiplayer feature and Spray Paint item into account allows for some rather creative interpretations. All this considered, the American background is undoubtedly more menacing.
Badass in Distress: Meta Knight goes off to stop Dark Mind, but as he enters the Amazing Mirror, Dark Meta Knight shatters the Mirror from the hub level side and seals Meta Knight in Dark Mind's dimension.
Big Damn Heroes: This title turned the trope into a game mechanic - namely, the Kirbys never follow you, the only way to have them help you in both exploration and combat is to call them with your Kirby Phone. It becomes incredibly satisfying to call them for aid against bosses, with them literally coming out of nowhere... unless their Artificial Stupidity kicks in.
Heart Container: Four in the game; like level map treasure rooms and rooms that connect to the hub (distinguished from treasure rooms by marking that they go to Level 1 (which the hub level is technically part of) or another level's room connecting to the same place), their treasure rooms are larger than most rooms.
Infinity–1 Sword: The Smash ability; it's rare because the rare encounters with Master Hand, except for two where he's joined by Crazy Hand, or if you swallow two Noddys and let the selection stop itself are the only opportunities to obtain the ability until the copy ability room is unlocked (which requires all doors connecting to the hub or doors connecting to such rooms to be unlocked, thus this method is only available late in the game without Sequence Breaking) since no plain mooks grant it, but as the Super Smash Bros. moveset for Kirby it mimics has moves taken from the Stone and Hammer abilities, it's useful for both breaking silver blocks requiring certain abilities (and unlike other moves, regardless of angle needed to break the blocks) and pounding in wooden stakes, though another ability would be needed to light fuses. That, and, it's cool.
Infinity+1 Sword: The Master ability, which can be used if Kirby has Meta Knight's Master Swordnote not that one, is fittingly named because it can't typically be lost accidentally (when Kirby loses it, it doesn't disappear) and can get past any obstacle in the game, including any obstacle that requires specific abilities (silver blocks, wooden stakes, and fuses). It's also quite powerful and flexible, having far more attacks available than the plain Sword ability. However, the only time it can be used before the credits are seen at least once is during the final boss battle, so its main use is either for easy access to missed treasures or for just screwing around post-game if the file has 100% completed.
Jack of All Stats: The Smash and Master abilities are useful for getting around obstacles usually broken through with other abilities in addition to having a wide range of moves per ability. The Smash ability has the limitation that it can't light fuses, though the Master ability can.
Oddball in the Series: This is the only Kirby game to be a full Metroidvania instead of a straightforward Platform Game the series' main games are known for (it's somewhat of a Spiritual Successor to The Great Cave Offensive from Kirby Super Star in that regard). It's also the only game in the entire series where King Dedede does not make an appearance, and Whispy Woods is absent as wellnote for the record, he appeared in Kirby: Squeak Squad on the file select screen., although King Golem is almost identical.
Opening the Sandbox: Hitting the large switch on the way to King Golem unlocks a mirror linking the central hub to a location in Rainbow Route from where you can start freely exploring the rest of Mirror World. Before then, the game railroaded you through a small linear section of Rainbow Route and then through Moonlight Mansion before hitting said switch, although deviating is possible to a smaller degree if the player obtains and keeps a hold onto the Burning ability, such as being able to access Candy Constellation early from Moonlight Mansion.
Palette Swap: The three other Kirbys, as well as Dark Meta Knight and Shadow Kirby.
Also, you can collect spray paint cans in treasure chests, which can be used on the main menu to change your Kirby's color, including a black-and-white one that looks somewhat like a higher-resolution version of how Kirby looked in the first game.
Enemy density is much higher than usual, and they are often placed in inconvenient spots, with a few ambushes thrown in. Many of them even attack much faster and more effectively than they do in previous installments.
Many tight flying sections, with spikes or airborne enemies all around.
You lose your ability after one hit from any attack.
Sequence Breaking: It is possible to access the ability room, giving free access to almost every copy ability, before beating the first boss: after pressing the first large switch, Warp Star back to the hub and go hunting for the rest of them.
Sequential Boss: Dark Mind has quite a few short phases in his first form, broken up by small levels; then a second form that's very similar to Zero; then an Unexpected SHMUP Level where you chase him to finish him off; then when you finally kill him you're allowed to keep pummeling him during the credits.
Shout-Out: Master Hand appears as a miniboss in several places, and in combination with Crazy Hand is the boss of Candy Constellation. Additionally, one of Kirby's abilities in this game is the Smash ability, which gives Kirby his Super Smash Bros. moveset (except for the standard special, which mimics his neutral-A), and is acquired by eating Master Hand.