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* EpilepticTrees: In the original game, the theme "Where the True Enemy Lies" is played in the intermission before the last 5 boss fights in the True Arena. ''Deluxe'' changes this so that it plays before Galacta Knight specifically, which has lead some fans to wonder why Galacta Knight is considered the true enemy specifically despite the Master Crown being the GreaterScopeVillain of the game.
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Misplaced, moving to the correct tab

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* IKnewIt: For the Switch UpdatedReRelease, many fans expected that there would be a postgame mode featuring a playable Magolor, considering his prominence in the cover.
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That's not how it works, the dimensional rift starts showing up for the last five battles on Wii, not three. Oh, and the 21-boss gauntlet in Deluxe is not the most amount out of any True Arena, it's the most amount out of any Boss Endurance in the entire Kirby series, beating even the original Arena from Super Star, which had 19 bosses. Other fixes.


* NintendoHard: The True Arena, returning from ''VideoGame/KirbySuperStar'', and just as difficult as ever. Your health items are limited, the bosses are in their EX forms, and once you make it to the final three battles, the door is replaced by a star portal high enough that you can't even bring the Maxim Tomato box through it to at least give yourself a little health boost before the final battle. [[spoiler:The ''Deluxe'' takes it one step further by adding every boss from the Magolor Epilogue, who are already much more brutal than the EX bosses, nerfing certain powerful Copy Abilities, and turning Magolor Soul into one EldritchAbomination of a rude awakening for those who were expecting the original fight. Need more signs that ''Deluxe'''s True Arena will give you one hell of a time? There are '''''21''''' fights, the most out of any of the True Arenas.]]

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* NintendoHard: The True Arena, returning from ''VideoGame/KirbySuperStar'', and just as difficult as ever. Your health items are limited, the bosses are in their EX forms, and once you make it to the final three five battles, the door is replaced by a star portal high enough that you can't even bring the Maxim Tomato box through it to at least give yourself a little health boost before the final battle. [[spoiler:The ''Deluxe'' takes it one step further by adding every boss from the Magolor Epilogue, who are already much more brutal than the EX bosses, nerfing certain powerful Copy Abilities, and turning Magolor Soul into one EldritchAbomination of a rude awakening for those who were expecting the original fight. Need more signs that ''Deluxe'''s True Arena will give you one hell of a time? There are '''''21''''' fights, the most out of any of Boss Endurance in the True Arenas.series.]]



** Any time [[SadBattleMusic Landia's theme]] plays.

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** Any time [[SadBattleMusic Landia's theme]] "[[SadBattleMusic Guardian Angel: Landia]]" plays.



*** [[spoiler:The song also plays in HR-D3's second phase … which is the third phase of [[{{Determinator}} Metal General EX]]. Metal General won't give up until either him or his opponents fall... and [[InvincibleHero Kirby]] just won't die. There's also the fact that this fight is exclusive to the Extra Mode (and the True Arena); by then, the player knows [[UnwittingPawn Kirby is playing for the wrong side]], which caused many people to assume Metal General [[ConnectedAllAlong was created to protect Landia]]. No wonder Metal General looks desperate…]][[labelnote:Spoilers]]This is only true of the original Wii version; in ''Deluxe'', the second phase is accompanied by "[[VideoGame/KirbyAndTheForgottenLand Roar of Dedede]]."[[/labelnote]]

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*** [[spoiler:The song also plays in HR-D3's second phase on the Wii version...which is the third phase of [[{{Determinator}} Metal General EX]]. Metal General won't give up until either him it or his its opponents fall... and [[InvincibleHero Kirby]] just won't die. There's also the fact that this fight is exclusive to the Extra Mode (and the True Arena); by then, the player knows [[UnwittingPawn Kirby is playing for the wrong side]], which caused many people to assume Metal General [[ConnectedAllAlong was created to protect Landia]]. No wonder Metal General looks desperate…]][[labelnote:Spoilers]]This is only true of the original Wii version; in desperate...]][[labelnote:Spoilers]]In ''Deluxe'', the second phase is accompanied by "[[VideoGame/KirbyAndTheForgottenLand Roar of Dedede]]."[[/labelnote]]Dedede]]" instead.[[/labelnote]]
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* TaintedByThePreview: Some fans of the original game have cried foul towards ''Deluxe'''s visual changes, such as having thick outlines on the character models and the decision to change Dedede's design to his ''VideoGame/KirbyAndTheForgottenLand'' redesign. Some of these complaints were alleviated when more gameplay footage was released and showed the updated visuals in a greater capacity, with the backgrounds receiving massive upgrades and Dedede's model being more expressive than the initial trailer suggested.

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* TaintedByThePreview: Some fans of the original game have cried foul towards ''Deluxe'''s visual changes, such as having thick outlines on the character models and the decision to change King Dedede's design look to his ''VideoGame/ClubPenguin''-esque ''VideoGame/KirbyAndTheForgottenLand'' redesign. Some of these complaints were alleviated when more gameplay footage was released and showed the updated visuals in a greater capacity, with the backgrounds receiving massive upgrades and Dedede's model being much more expressive than the initial trailer suggested.

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* MagnificentBastard: [[spoiler:Magolor, upon crash-landing in Dream Land, plays the innocent victim to persuade Kirby and his friends into repairing his ship, traveling with him to Halcandra, and defeating the dragon Landia, whereupon he seizes the Master Crown and sets his sights in conquering the rest of the universe, starting with Planet Popstar. What separates Magolor from the other one-shot villains of the series is his [[AffablyEvil personable and talkative personality]], going so far as to earnestly thank Kirby for his help even as he betrays him. Having [[HeelFaceTurn a change of heart]] in ''Kirby's Dream Collection'' onwards, Magolor set a standard of character depth for future ''Kirby'' antagonists.]]

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* MagnificentBastard: [[spoiler:Magolor, [[spoiler:[[Characters/KirbyMagolor Magolor]], upon crash-landing in Dream Land, plays the innocent victim to persuade Kirby and his friends into repairing his ship, traveling with him to Halcandra, and defeating the dragon Landia, whereupon he seizes the Master Crown and sets his sights in conquering the rest of the universe, starting with Planet Popstar. What separates Magolor from the other one-shot villains of the series is his [[AffablyEvil personable and talkative personality]], going so far as to earnestly thank Kirby for his help even as he betrays him. Having [[HeelFaceTurn a change of heart]] in ''Kirby's Dream Collection'' onwards, Magolor set a standard of character depth for future ''Kirby'' antagonists.]]
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* NintendoHard: The True Arena, returning from ''VideoGame/KirbySuperStar'', and just as difficult as ever. Your health items are limited, the bosses are in their EX forms, and once you make it to the final three battles, the door is replaced by a star portal high enough that you can't even bring the Maxim Tomato box through it to at least give yourself a little health boost before the final battle. [[spoiler:The ''Deluxe'' takes it one step further by adding every boss from the Magolor Epilogue, who are already much more brutal than the EX bosses, nerfing certain powerful Copy Abilities, and turning Magolor Soul into one EldritchAbomination of a rude awakening for those who were expecting the original fight. Need more signs that ''Deluxe'''s True Arena will give you one hell of a time? There are '''''21''''' fights, the most out of any of the True Arenas.]]
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*** Sand is one of the most overdesigned abilities in the entire ''Kirby'' franchise, inheriting the properties of multiple other abilities and doing their jobs better than them. It has [[CheeseStrategy Leaf's invulnerable guard]] and can even ''attack out of it'' with an upwards leap reminiscent of Hi-Jump's normal attack to immediately reposition, and has a stronger version of Whip's charge grab that can only be fired forward. Players will enjoy its arsenal of spammable, simple close-range attacks that have somewhat effective DPS, and sand castles to lay "traps" reminiscent of Poison from ''Planet Robobot''. All of these traits already allow Sand to completely trivialize ''Deluxe'''s buffed-up True Arena on their own, but there is more to this ability than meets the eye. Sand's grounded down + charge attack (Golem Crusher) has very high grounded DPS, and releases a small shockwave at the edge of the attack that does ''more'' damage than the actual fist itself. And you know how the upwards attack needs to be charged in place for 2 seconds to release a huge Sand Hurricane? Turns out that if you input upwards attack at the peak of a "Hi-Jump" that you do out of guarding, this attack comes out '''immediately'''. Oh, did we also mention that Sand Hurricane does ''almost as much damage as a fully-charged Hammer Flip''? Players and even ''speedrunners'' expecting Sand to just be an average, safe pick into bosses (and, of course, who all had their eyes on the newly-buffed Dedede and Meta Knight) were completely shocked when the [[https://www.youtube.com/watch?v=d9yZTmec3B8 True Arena world record was shattered by Sand]] with a ''sub-11 minute'' time, showing everyone just how even more unbelievably broken this ability could be.

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*** Sand is one of the most overdesigned abilities in the entire ''Kirby'' franchise, inheriting the properties of multiple other abilities and doing their jobs better than them. It has [[CheeseStrategy Leaf's invulnerable guard]] and can even ''attack out of it'' with an upwards leap reminiscent of Hi-Jump's normal attack to immediately reposition, and has a stronger version of Whip's charge grab that can only be fired forward. Players will enjoy its arsenal of spammable, simple close-range attacks that have somewhat effective DPS, and sand castles to lay "traps" reminiscent of Poison from ''Planet Robobot''. All of these traits already allow Sand to completely trivialize ''Deluxe'''s ''Deluxe''[='=]s buffed-up True Arena on their own, but there is more to this ability than meets the eye. Sand's grounded down + charge attack (Golem Crusher) has very high grounded DPS, and releases a small shockwave at the edge of the attack that does ''more'' damage than the actual fist itself. And you know how the upwards attack needs to be charged in place for 2 seconds to release a huge Sand Hurricane? Turns out that if you input upwards attack at the peak of a "Hi-Jump" that you do out of guarding, this attack comes out '''immediately'''. Oh, did we also mention that Sand Hurricane does ''almost as much damage as a fully-charged Hammer Flip''? Players and even ''speedrunners'' expecting Sand to just be an average, safe pick into bosses (and, of course, who all had their eyes on the newly-buffed Dedede and Meta Knight) were completely shocked when the [[https://www.youtube.com/watch?v=d9yZTmec3B8 True Arena world record was shattered by Sand]] with a ''sub-11 minute'' time, showing everyone just how even more unbelievably broken this ability could be.

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* ItsTheSameNowItSucks: On release, many critics claimed that making the game too much like ''Super Star'' and ''Adventure'' brought it down. This is mainly because this game was [[GenreThrowback an intentional throwback to Kirby's roots,]] while Kirby's previous Wii outing, ''[[VideoGame/KirbysEpicYarn Epic Yarn]]'', significantly shook up the series' formula with its novel arts-and-crafts style and [[AppealToNovelty received a lot of praise for it.]]
** Despite the game making many aesthetic changes on the remake, some lamented that the soundtrack wasn't remade at all and was just ported over from the original, albeit with almost imperceptible remastering tweaks.

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* ItsTheSameNowItSucks: ItsTheSameNowItSucks:
**
On release, many critics claimed that making the game too much like ''Super Star'' and ''Adventure'' brought it down. This is mainly because this game was [[GenreThrowback an intentional throwback to Kirby's roots,]] while Kirby's previous Wii outing, ''[[VideoGame/KirbysEpicYarn Epic Yarn]]'', significantly shook up the series' formula with its novel arts-and-crafts style and [[AppealToNovelty received a lot of praise for it.]]
** Despite the game making many aesthetic changes on in the remake, some lamented that the soundtrack wasn't remade at all and was just ported over from the original, albeit with almost imperceptible remastering tweaks.

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* AlternativeCharacterInterpretation: [[spoiler:How much of Magolor as a villain was him and how much was the Master Crown? We know at minimum he was willing to both attack Landia and con other people into doing his dirty work to get his mitts on the crown, but was he out to conquer the universe the whole time? Or did he just want a rare artifact or stronger magic and the whole “Welcome your new overlord” spiel was the Master Crown already taking effect?]]
** [[spoiler: The remake supports the latter interpretation with the revelation that the Master Crown is both sentient and malevolent.]]

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* AlternativeCharacterInterpretation: [[spoiler:How much of Magolor as a villain was him and how much was the Master Crown? We know at minimum he was willing to both attack Landia and con other people into doing his dirty work to get his mitts on the crown, but was he out to conquer the universe the whole time? Or did he just want a rare artifact or stronger magic and the whole “Welcome your new overlord” spiel was the Master Crown already taking effect?]]
** [[spoiler:
effect? The remake supports the latter interpretation with the revelation that the Master Crown is both sentient and malevolent.malevolent; it [[AmplifierArtifact amplifies the darkness in the wearer's heart]] and [[DeathOfPersonality steals their sense of self]] until they are nothing more than a manifestation of the crown's will.]]
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*** Sand is one of the most overdesigned abilities in the entire ''Kirby'' franchise, inheriting the properties of multiple other abilities and doing their jobs better than them. It has [[CheeseStrategy Leaf's invulnerable guard]] and can even ''attack out of it'' with an upwards leap reminiscent of Hi-Jump's normal attack to immediately reposition, and has a stronger version of Whip's charge grab that can only be fired forward. Players will enjoy its arsenal of spammable, simple close-range attacks that have somewhat effective DPS, and sand castles to lay "traps" reminiscent of Poison from ''Planet Robobot''. All of these traits already allow Sand to completely trivialize ''Deluxe'''s buffed-up True Arena on their own, but there is more to this ability than meets the eye. Sand's grounded down + charge attack (Golem Crusher) has very high grounded DPS, and releases a small shockwave at the edge of the attack that does ''more'' damage than the actual fist itself. And you know how the upwards attack needs to be charged in place for 2 seconds to release a huge Sand Hurricane? Turns out that if you input upwards attack at the peak of a "Hi-Jump" that you do out of guarding, this attack comes out '''immediately'''. Oh, did we also mention that Sand Hurricane does ''almost as much damage as a fully-charged Hammer Flip''? Players and even ''speedrunners'' expecting Sand to just be an average, safe pick into bosses (and, of course, who all had their eyes on the newly-buffed Dedede and Meta Knight) were completely shocked when the [[https://www.youtube.com/watch?v=d9yZTmec3B8 True Arena world record was shattered by Sand]] with a ''sub-11 minute'' time, showing everyone just how even more unbelievably broken this ability could be.

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*** Sand is one of the most overdesigned abilities in the entire ''Kirby'' franchise, inheriting the properties of multiple other abilities and doing their jobs better than them. It has [[CheeseStrategy Leaf's invulnerable guard]] and can even ''attack out of it'' with an upwards leap reminiscent of Hi-Jump's normal attack to immediately reposition, and has a stronger version of Whip's charge grab that can only be fired forward. Players will enjoy its arsenal of spammable, simple close-range attacks that have somewhat effective DPS, and sand castles to lay "traps" reminiscent of Poison from ''Planet Robobot''. All of these traits already allow Sand to completely trivialize ''Deluxe'''s ''Deluxe'''s buffed-up True Arena on their own, but there is more to this ability than meets the eye. Sand's grounded down + charge attack (Golem Crusher) has very high grounded DPS, and releases a small shockwave at the edge of the attack that does ''more'' damage than the actual fist itself. And you know how the upwards attack needs to be charged in place for 2 seconds to release a huge Sand Hurricane? Turns out that if you input upwards attack at the peak of a "Hi-Jump" that you do out of guarding, this attack comes out '''immediately'''. Oh, did we also mention that Sand Hurricane does ''almost as much damage as a fully-charged Hammer Flip''? Players and even ''speedrunners'' expecting Sand to just be an average, safe pick into bosses (and, of course, who all had their eyes on the newly-buffed Dedede and Meta Knight) were completely shocked when the [[https://www.youtube.com/watch?v=d9yZTmec3B8 True Arena world record was shattered by Sand]] with a ''sub-11 minute'' time, showing everyone just how even more unbelievably broken this ability could be.



** While effective in what it does including its SocializationBonus damage buff, returning ability [[VideoGame/KirbyStarAllies Festival]] in ''Deluxe'' catches flak for being another limited-use SmartBomb in a game with already two of them (Crash and Mike), leaving it superfluous when its slot could've opened up potential for using old fan-favorite abilities in ''Return to Dream Land'' such as [[VideoGame/KirbySuperStar Yo-Yo]] or [[VideoGame/KirbyTripleDeluxe Archer]].

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** While effective in what it does including its SocializationBonus damage buff, returning ability [[VideoGame/KirbyStarAllies Festival]] in ''Deluxe'' catches flak for being another limited-use SmartBomb in a game with already two of them (Crash and Mike), leaving it superfluous when its slot could've opened up potential for using old fan-favorite abilities in ''Return to Dream Land'' Land''; such as [[VideoGame/KirbySuperStar Yo-Yo]] or Yo-Yo, Jet, Mirror, Suplex]], [[VideoGame/KirbyTripleDeluxe Archer]].Archer]] or [[VideoGame/KirbyPlanetRobobot ESP]], to name a few.
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* HilariousInHindsight: [[spoiler:[[https://www.youtube.com/watch?v=lCozVagmRVI Unfair Magolor Soul]] is a GameMod for the original Return to Dream Land which gives Magolor Soul a whole slew of ridiculously overtuned and cheap attacks to turn it into a SNKBoss. Come ''Deluxe'', and the True Arena actually added a much stronger version of Magolor Soul as the final boss who, while understandably more fair, actually shares a number of additions with the Unfair Magolor Soul mod, such as the more complicated laser portals, lingering spikes, faster chained dashes, upside-down super attacks, and more.]]
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** The Spark ability in this game combines the classic Spark (hold down attack to erect an electric force-field) with the Plasma's charged-shot mechanic from ''VideoGame/KirbySuperStar'' and ''VideoGame/KirbyAirRide''. However, this time you can charge Spark by shaking the Wii Remote (or quickly rotating the left joystick in the Switch version), which can quickly and easily fully charge the shot. Combined with the fact that the fully charged blast deals ''ludicrous'' damage to just about anything, it can take down even the FinalBoss in less than a minute. As a bonus, hitting the attack button while holding up or down will fire a lightning bolt to the edge of the screen in that direction, instantly hitting everything either above or below you regardless of your charge level.\\

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** The Spark ability in this game combines the classic Spark (hold down attack to erect an electric force-field) with the Plasma's charged-shot mechanic from ''VideoGame/KirbySuperStar'' and ''VideoGame/KirbyAirRide''. However, this time you can charge Spark by shaking the Wii Remote (or quickly rotating the left joystick L Stick in the Switch version), which can quickly and easily fully charge the shot. Combined with the fact that the fully charged blast deals ''ludicrous'' damage to just about anything, it can take down even the FinalBoss in less than a minute. As a bonus, hitting the attack button while holding up or down will fire a lightning bolt to the edge of the screen in that direction, instantly hitting everything either above or below you regardless of your charge level.\\



** The Leaf ability's guard renders you completely intangible to almost all attacks. It also happens to be one of the best offensive abilities in the game, with a Leaf Uppercut that has absurd range and is very easy to spam, and a downwards aerial attack in Leaf Rain that covers a large range and has more firepower, but is more unwieldy. ''Deluxe'' nerfed Leaf by dropping the power of Leaf Uppercut from 24 to 20, making it so that players must learn the more difficult Leaf Rain strategies to set competitive times in the Arena modes.

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** The Leaf ability's guard renders you completely intangible to almost all attacks. It also happens to be one of the best offensive abilities in the game, with a Leaf Uppercut that has absurd range and is very easy to spam, and a downwards aerial attack in Leaf Rain that covers a large range and has more firepower, but is more unwieldy. ''Deluxe'' nerfed Leaf slightly by dropping the power of Leaf Uppercut from 24 to 20, making it so that players must learn the more difficult Leaf Rain strategies to set competitive times in the Arena modes.



** [[LethalJokeWeapon Parasol]], in the original ''Return to Dream Land'', was the absolute best ability for shredding grounded bosses. Its grounded down attack, Parasol Twirl, had ''full invincibility'' and did '''64''' damage in the blink of an eye if all of its hits connected, making it faster than even Fighter and ''Hammer'' at taking down anything that was even remotely close to the ground. While (ironically) [[CripplingOverspecialization airborne bosses give it quite a lot of trouble]], the amount of time you save from destroying the other 70% of the bosses in the game more than makes up for it, and experienced players have learned ways to overcome this weakness. Unfortunately, ''Deluxe'' gave its single harshest nerf to Parasol Twirl, toning down its base damage from 16 to 12 and thus reducing Twirl's damage to merely 48 (after combo adjustments). While it is still strong against grounded bosses, it is no longer broken-levels of strong, and several of the new endgame bosses are conveniently at a height where Twirl can't reach, making Parasol struggle greatly against them. Seems like someone on the development team ''really'' had it out for this ability...

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** [[LethalJokeWeapon Parasol]], in the original ''Return to Dream Land'', was the absolute best ability for shredding grounded bosses. Its grounded down attack, Parasol Twirl, had ''full invincibility'' and did '''64''' damage in the blink of an eye if all of its hits connected, making it faster than even Fighter and ''Hammer'' at taking down anything that was even remotely close to the ground. While (ironically) [[CripplingOverspecialization airborne bosses give it quite a lot of trouble]], the amount of time you save from destroying the other 70% of the bosses in the game more than makes up for it, and experienced players have learned ways to overcome this weakness. Unfortunately, ''Deluxe'' gave its single harshest nerf to Parasol Twirl, toning down its base damage from 16 to 12 and thus reducing Twirl's damage to merely 48 (after combo adjustments). While it is still strong against grounded bosses, it is no longer broken-levels of strong, and several of the new endgame bosses are conveniently at a height where Parasol Twirl can't reach, making Parasol struggle greatly against them. Seems like someone on the development team ''really'' had it out for this ability...



* RemadeAndImproved: ''Return to Dream Land Deluxe'' added a lot of new content, while also improving upon a lot of things. One of those things is the True Arena fight with [[spoiler: Magolor Soul. In the original game, it was a visually appealing, but underwhelming fight that was already done in EX Mode. ''Deluxe'' changes it by altering the colour of the background, giving Magolor Soul the "Supreme Ruler's Coronation - OVERLORD" theme from ''VideoGame/KirbyStarAllies'' and altering his moveset to be far more challenging. Additionally, both of his phases have unique Pause menu lore.]]

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* RemadeAndImproved: ''Return to Dream Land Deluxe'' added a lot of new content, while also improving upon a lot of things. One of those things is the True Arena fight with [[spoiler: Magolor Soul. In the original game, it was a visually appealing, but underwhelming fight that was already done in EX Extra Mode. ''Deluxe'' changes it by altering the colour of the background, giving Magolor Soul the "Supreme Ruler's Coronation - OVERLORD" theme from ''VideoGame/KirbyStarAllies'' and altering his moveset to be far more challenging. Additionally, both of his phases have unique Pause menu lore.]]



*** Against [[HeroAntagonist Landia]] itself, it's because of Landia's status as a HeroAntagonist; they were merely trying to ensure [[ArtifactOfDoom the Master Crown]] doesn't fall into wrong hands... [[spoiler:like Magolor's]]. It gets worse when VideoGame/TeamKirbyClashDeluxe introduces [[FallenHero Parallel Landia]], who is stated to have succumbed to [[spoiler:the Master Crown's evil]].

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*** Against [[HeroAntagonist Landia]] itself, it's because of Landia's status as a HeroAntagonist; they were merely trying to ensure [[ArtifactOfDoom the Master Crown]] doesn't fall into wrong hands... [[spoiler:like Magolor's]]. It gets worse when VideoGame/TeamKirbyClashDeluxe ''VideoGame/TeamKirbyClashDeluxe'' introduces [[FallenHero Parallel Landia]], who is stated to have succumbed to [[spoiler:the Master Crown's evil]].
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* AccidentalInnuendo: In the Italian release, the FunWithAcronyms aspect of the levels' naming is absent... intentionally, that is. Putting the initials of each level's Italian name together [[https://twitter.com/ThanksKirbyWiki/status/1512574977601679368 inadvertently produces]] the phrase "UsefulNotes/{{BDSM}} FIC."

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* AccidentalInnuendo: In the Italian release, the FunWithAcronyms aspect of the levels' naming is absent... intentionally, that is. Putting the initials of each level's Italian name together [[https://twitter.com/ThanksKirbyWiki/status/1512574977601679368 inadvertently produces]] the phrase "UsefulNotes/{{BDSM}} FIC.[[LemonFic FIC]]."
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* WinBackTheCrowd: After the [[VideoGame/KirbyAndTheAmazingMirror previous]] [[VideoGame/KirbySqueakSquad two]] mainline games were met with [[ContestedSequel mixed reception]] for either changing up the traditional formula or not changing many things about the general gameplay, this game single-handedly saved the franchise and brought it back into relevancy through interesting worlds, bosses, original music, and a surprising plot twist.
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** "Sinister [[Series/SesameStreet Elmo]]" became a popular nickname for Magolor for a while thanks to LetsPlay/TheRunawayGuys' playthrough of the game. During it, LetsPlay/{{Chuggaaconroy}} voiced Magolor using an Elmo impression, even after [[spoiler:he seizes the Master Crown's power for himself]], the latter of which led LetsPlay/ProtonJon to jokingly coin the "Sinister Elmo" moniker.

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** "Sinister [[Series/SesameStreet Elmo]]" became a popular nickname for Magolor for a while thanks to LetsPlay/TheRunawayGuys' playthrough of the game. During it, LetsPlay/{{Chuggaaconroy}} voiced Magolor using an Elmo impression, even after [[spoiler:he seizes the Master Crown's power for himself]], the latter of which led LetsPlay/ProtonJon to jokingly coin the "Sinister Elmo" moniker. Thanks to the recency of the playthrough, [[https://www.youtube.com/watch?v=xRCwUayuOZw the first episode of which]] was uploaded just months after the game came out, and thanks to the popularity of all three members of the Runaway Guys at the start of the 2010s, the nickname quickly caught on among ''Kirby'' fans at a time when the fanbase was only just beginning to expand beyond its longtime niche status.
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** The [[spoiler:Gem Apple-esque fruit formed by the Fruit Fragments]] is only ever officially referred to as [[spoiler:a red fruit]], but fans have taken to calling it [[spoiler:the Gem Apple Seed]] to match [[spoiler:the Gem Apple Tree it eventually becomes]]. This name is widespread enough that it's sometimes mistaken for being official.

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** The [[spoiler:Gem Apple-esque fruit formed by the Fruit Fragments]] is only ever officially referred to as [[spoiler:a red fruit]], fruit]] in-game, but fans have taken to calling it [[spoiler:the Gem Apple Seed]] to match [[spoiler:the Gem Apple Tree it eventually becomes]]. This name is widespread enough that it's sometimes mistaken for being official. The actual official name, revealed only in [[AllThereInTheManual Japanese supplementary material]], is [[spoiler:Grand Gem Apple (グランドジェムリンゴ)]].
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** Despite the game making many aesthetic changes on the remake, some lamented that the soundtrack wasn't remade at all and was just ported over from the original, albeit with almost imperceptible remastering tweaks.
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* AccidentalInnuendo: In the Italian release, the FunWithAcronyms aspect of the levels' naming is absent... intentionally, that is. Putting the initials of each level's Italian name together inadvertently produces the phrase "UsefulNotes/{{BDSM}} FIC."

to:

* AccidentalInnuendo: In the Italian release, the FunWithAcronyms aspect of the levels' naming is absent... intentionally, that is. Putting the initials of each level's Italian name together [[https://twitter.com/ThanksKirbyWiki/status/1512574977601679368 inadvertently produces produces]] the phrase "UsefulNotes/{{BDSM}} FIC."



** Although not the only track to get this treatment, the theme for the final boss's first phase was commonly referred to as "Under My Control" unofficially by fans due to not having an official English translation at the time. It was only until the ''Deluxe'' rerelease that the theme was given an official English name, "Welcome Your New Overlord".

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** Although not the only track to get this treatment, the theme for the final boss's first phase was commonly and colloquially referred to by fans as "Under My Control" unofficially by fans due to not having the lack of an official English translation at the time. It was only until the ''Deluxe'' rerelease that the theme was given an official English name, "Welcome Your New Overlord".

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no need to get that technical with it, on second thought


** [[LethalJokeWeapon Parasol]], in the original ''Return to Dream Land'', was the absolute best ability for shredding grounded bosses. Its grounded down attack, Parasol Twirl, had ''full invincibility'' and did '''68''' damage in the blink of an eye if all of its hits connected, making it faster than even Fighter and ''Hammer'' at taking down anything that was even remotely close to the ground. While (ironically) [[CripplingOverspecialization airborne bosses give it quite a lot of trouble]], the amount of time you save from destroying the other 70% of the bosses in the game more than makes up for it, and experienced players have learned ways to overcome this weakness. Unfortunately, ''Deluxe'' gave its single harshest nerf to Parasol Twirl, toning down its base damage from 16 to 12 and thus reducing Twirl's damage to merely 48 (after combo adjustments). While it is still strong against grounded bosses, it is no longer broken-levels of strong, and several of the new endgame bosses are conveniently at a height where Twirl can't reach, making Parasol struggle greatly against them. Seems like someone on the development team ''really'' had it out for this ability...

to:

** [[LethalJokeWeapon Parasol]], in the original ''Return to Dream Land'', was the absolute best ability for shredding grounded bosses. Its grounded down attack, Parasol Twirl, had ''full invincibility'' and did '''68''' '''64''' damage in the blink of an eye if all of its hits connected, making it faster than even Fighter and ''Hammer'' at taking down anything that was even remotely close to the ground. While (ironically) [[CripplingOverspecialization airborne bosses give it quite a lot of trouble]], the amount of time you save from destroying the other 70% of the bosses in the game more than makes up for it, and experienced players have learned ways to overcome this weakness. Unfortunately, ''Deluxe'' gave its single harshest nerf to Parasol Twirl, toning down its base damage from 16 to 12 and thus reducing Twirl's damage to merely 48 (after combo adjustments). While it is still strong against grounded bosses, it is no longer broken-levels of strong, and several of the new endgame bosses are conveniently at a height where Twirl can't reach, making Parasol struggle greatly against them. Seems like someone on the development team ''really'' had it out for this ability...



* TheyChangedItNowItSucks:
** ''Deluxe'', on the surface, seems to be an almost completely faithful remaster of the original game. However, some fans took notice of the massive ability rebalancing that happened in the background, with changes being made to abilities almost completely arbitrarily. Strong abilities such as Leaf, Hammer, Ninja, and Parasol fell victim to the nerf hammer, but several middle-of-the-road abilities like Fire and Spear were also nerfed, while other strong abilities such as Wing, Fighter and Ice were mostly untouched. Sword and Stone gained several new attacks from recent titles, but ScrappyWeapon Needle failed to receive even its single new attack from ''Triple Deluxe''. On the other hand, King Dedede and Meta Knight were given significant buffs despite being already very strong characters, which some fans viewed as taking the spotlight away from Kirby.
*** Part of this ability rebalancing involved introducing two new internal damage parameters, "[=PowerB=]" and "[=PowerD=]", which would dictate adjusted damage against bosses and defeated mid-boss bodies, respectively. However, "[=PowerB=]" ended up being a completely redundant parameter, with ''every single move in the game'' having the same "[=PowerB=]" value as the base power of the move. "[=PowerD=]", on the other hand, arbitrarily made a huge swath of moves deal pitiful damage in its context (at times reducing incredibly powerful moves to values in the ''single digits''), only making it more frustrating for players to finish off mid-bosses. This has drawn ire from some members of the True Arena speedrunning community, who viewed this as a completely unnecessary change only meant to frustrate players. Worse yet, the introduction of these parameters also broke Metal General's damage display, where it will now display the ''average'' of a move's base power and its "[=PowerD=]" value, making it completely unreliable as a source to gauge damage values from.

to:

* TheyChangedItNowItSucks:
**
TheyChangedItNowItSucks: ''Deluxe'', on the surface, seems to be an almost completely faithful remaster of the original game. However, some fans took notice of the massive ability rebalancing that happened in the background, with changes being made to abilities almost completely arbitrarily. Strong abilities such as Leaf, Hammer, Ninja, and Parasol fell victim to the nerf hammer, but several middle-of-the-road abilities like Fire and Spear were also nerfed, while other strong abilities such as Wing, Fighter and Ice were mostly untouched. Sword and Stone gained several new attacks from recent titles, but ScrappyWeapon Needle failed to receive even its single new attack from ''Triple Deluxe''. On the other hand, King Dedede and Meta Knight were given significant buffs despite being already very strong characters, which some fans viewed as taking the spotlight away from Kirby.
*** Part of this ability rebalancing involved introducing two new internal damage parameters, "[=PowerB=]" and "[=PowerD=]", which would dictate adjusted damage against bosses and defeated mid-boss bodies, respectively. However, "[=PowerB=]" ended up being a completely redundant parameter, with ''every single move in the game'' having the same "[=PowerB=]" value as the base power of the move. "[=PowerD=]", on the other hand, arbitrarily made a huge swath of moves deal pitiful damage in its context (at times reducing incredibly powerful moves to values in the ''single digits''), only making it more frustrating for players to finish off mid-bosses. This has drawn ire from some members of the True Arena speedrunning community, who viewed this as a completely unnecessary change only meant to frustrate players. Worse yet, the introduction of these parameters also broke Metal General's damage display, where it will now display the ''average'' of a move's base power and its "[=PowerD=]" value, making it completely unreliable as a source to gauge damage values from.
Kirby.
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Minor fixes.


** [[https://www.youtube.com/watch?v=zMApFJ0zY7c The Super Ability theme]] does a fantastic job of getting you in the mood for tons and tons of asskicking using super versions of Sword, Beam, Hammer, and more.
** [[https://youtu.be/tBPsDHJpZAo Stage 5 of White Wafers]] perfectly capture the atmosphere of exploring a palace against the northern lights.

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** [[https://www."[[https://www.youtube.com/watch?v=zMApFJ0zY7c The Bring On the Super Ability theme]] Ability]]" does a fantastic job of getting you in the mood for tons and tons of asskicking using super versions of Sword, Beam, Hammer, and more.
** [[https://youtu."[[https://youtu.be/tBPsDHJpZAo Stage 5 of White Wafers]] Freezing Temple]]" perfectly capture the atmosphere of exploring a palace against the northern lights.



** The music that plays against the final boss [[spoiler:Magolor]]'s first form is [[https://www.youtube.com/watch?v=uzywjZA22Qc pretty awesome in itself]]. It is then followed by the second phase theme, [[https://www.youtube.com/watch?v=POPD80fxcD4 CROWNED]]. The violins just make it so intense.

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** The music that plays against the final boss [[spoiler:Magolor]]'s first form form, "Welcome Your New Overlord", is [[https://www.youtube.com/watch?v=uzywjZA22Qc pretty awesome in itself]]. It is then followed by the second phase theme, [[https://www.youtube.com/watch?v=POPD80fxcD4 CROWNED]].C-R-O-W-N-E-D]]. The violins just make it so intense.



** Stage 3 of Dangerous Dinner outfits you with Ultra Sword to go to town on hordes of mini bosses, a trend that continued in the sequels.

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** Stage 3 of Dangerous Dinner outfits you with Ultra Sword to go to town on hordes of mini bosses, a trend that continued continues in the sequels.



* BreatherBoss: Metal General, who comes in between the climactic fights against the Grand Doomer and Landia. He has no relevance to the plot, and isn't as difficult as either boss. [[spoiler:This was made up for in Extra Mode, where he got the greatest changes, becoming a Sequential Boss with HR-D3. Its appearence pretty much strips him of his BreatherBoss status in Extra Mode.]] Ironically, [[spoiler:HR-D3 itself becomes a BreatherBoss in the Deluxe version of True Arena (which it's fought separately unlike in Extra Mode), when it comes right after Crowned Doomer and all of the preceding Magolor Epilogue bosses, meaning that you'll be dealing with a boss that's far easier to predict and breathe around.]]

to:

* BreatherBoss: Metal General, who comes in between the climactic fights against the Grand Doomer and Landia. He has no relevance to the plot, and isn't as difficult as either boss. [[spoiler:This was made up for in Extra Mode, where he got the greatest changes, becoming a Sequential Boss with HR-D3. Its appearence appearance pretty much strips him of his BreatherBoss status in Extra Mode.]] Ironically, [[spoiler:HR-D3 itself becomes a BreatherBoss in the Deluxe version of True Arena (which it's fought separately unlike in Extra Mode), when it comes right after Crowned Doomer and all of the preceding Magolor Epilogue bosses, meaning that you'll be dealing with a boss that's far easier to predict and breathe around.]]



** The theme for the final boss's first phase was commonly referred to as "Under My Control" due to not having an official English translation. It was only until the ''Deluxe'' rerelease that the theme was given an official English name, "Welcome Your New Overlord".

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** The Although not the only track to get this treatment, the theme for the final boss's first phase was commonly referred to as "Under My Control" unofficially by fans due to not having an official English translation.translation at the time. It was only until the ''Deluxe'' rerelease that the theme was given an official English name, "Welcome Your New Overlord".



** Meta Knight can use his Shuttle Loop from ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' in this game. It eats at boss HP like crazy and it's very spammable. Wing Kirby has the same ability and several air dashes that let him blow through stages nearly completely invincible, if not for SomeDexterityRequired. ''Deluxe'' buffs him further by giving him a Counter-style move that can deal heavy burst damage to the most difficult bosses in the game when timed correctly.
** Hammer's infamy carries on into the original Wii version. It's made worse with Dedede, who naturally keeps his hammer even after using Hammer Throw, meaning he can just spam the powerful attack as much as he wants. In ''Deluxe'', Hammer was nerfed because Hammer Flip was updated to its modern and less efficient version that requires Kirby to charge it, making it useful only for scoring incidental hits. However, at the same time, Dedede was significantly buffed; the developers gave him his Head Slide and Super Dedede Jump from ''Star Allies'' and ''Kirby Fighters 2'', and his neutral aerial attack is now an aerial Hammer attack instead of a spin, which comes out much faster. He doesn't even mind the Hammer Flip nerf as much, since his version is now stronger, and his hammer doesn't do passive damage; since ''Return to Dream Land'' scales damage down if a hit is "comboed" into, that means he will always be hitting for maximum damage.

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** Meta Knight can use his Shuttle Loop from ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' in this game. It eats at boss HP like crazy and it's very spammable. Wing Kirby has the same ability and several air dashes that let him blow through stages nearly completely invincible, if not for SomeDexterityRequired. ''Deluxe'' buffs him Meta Knight further by giving him a Counter-style move the Galactic Counter from ''Star Allies'' and ''Kirby Fighters 2'' that can deal heavy burst damage to the most difficult bosses in the game when timed correctly.
** Hammer's infamy carries on into the original Wii version. It's made worse with King Dedede, who naturally keeps his hammer even after using Hammer Throw, meaning he can just spam the powerful attack as much as he wants. In ''Deluxe'', Hammer was nerfed because Hammer Flip was updated to its modern and less efficient version that requires Kirby to charge it, making it useful only for scoring incidental hits. However, at the same time, Dedede was significantly buffed; the developers gave him his Head Slide and Super Dedede Jump from ''Star Allies'' and ''Kirby Fighters 2'', and, compared to ''Triple Deluxe'', ''Star Allies'' and ''Kirby Fighters 2'', his neutral aerial attack is now an aerial Hammer attack instead of a spin, Giant Swing, which comes out much faster. He doesn't even mind the Hammer Flip nerf as much, since his version is now stronger, and his hammer doesn't do passive damage; since ''Return to Dream Land'' scales damage down if a hit is "comboed" into, that means he will always be hitting for maximum damage.



** Magolor's DashAttack in ''Magolor Epilogue'' is very, very broken. It has some of the highest DPS in the game, builds combo extremely fast, and grants generous invulnerability during use. A fully upgraded dash allows Magolor to chain up to three consecutive invulnerable dashes in a row in any direction desired, allowing him to steamroll the entire rest of the game.

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** Magolor's DashAttack in ''Magolor Epilogue'' the Magolor Epilogue, Magolor Surge, is very, very broken. It has some of the highest DPS in the game, builds combo extremely fast, and grants generous invulnerability during use. A fully upgraded dash Magolor Surge allows Magolor to chain up to three consecutive invulnerable dashes in a row in any direction desired, allowing him to steamroll the entire rest of the game.



** Earning platinum medals on the Challenge Stages may not be required for 100% completion, but it is a tough task that requires collecting all of the coins, defeating all the enemies, not taking any damage, and finishing the stage with a certain amount of time remaining. This gets even harder in Extra Mode, where all of the challenge stages change where some of the coins are placed and the size of the enemies are changed as well.

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** Earning platinum medals on the Challenge Stages may not be required for 100% completion, but it is a tough task that requires collecting all of the coins, defeating all the enemies, not taking any damage, and finishing the stage with a certain amount of time remaining. This gets even harder in Extra Mode, where all of the challenge stages change where some of the coins are placed and alongside the size of the enemies are changed as well.certain enemies.



* ViewerNameConfusion: Magolor's name is often misspelled as Mag'''a'''lor by fans. Even the staff responsible for the localisation aren't immune to this, as this misspelling appeared in ''VideoGame/KirbyStarAllies''.

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* ViewerNameConfusion: Magolor's name is often misspelled as Mag'''a'''lor by fans. Even the staff responsible for the localisation aren't immune to this, as this misspelling appeared in ''VideoGame/KirbyStarAllies''. ''VideoGame/KirbyStarAllies'' and has occasionally popped up in promotional materials in games where Magolor makes an appearance.
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It's not new to this game.


* HoYay: Face-to-Face, a returning ability which allows you to heal your teammates immediately after eating a health item by touching them. In game, the characters [[NauseaFuel vomit some of the recently eaten food into each others' mouths]], but the act is censored in a way that makes it look as if the teammates were kissing each other... and they are all male. This is made funnier by the fact that the manual shows a [[http://i216.photobucket.com/albums/cc205/midnightsage16/metakirbyhoyay.png picture]] of Kirby and Meta Knight doing this.



* {{Squick}}: The Face-to-Face mechanic allows you to share the food you just ate with up to three of your allies, by regurgitating it straight into their mouths.
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None

Added DiffLines:

** [[spoiler: The remake supports the latter interpretation with the revelation that the Master Crown is both sentient and malevolent.]]


Added DiffLines:

** [[https://youtu.be/tBPsDHJpZAo Stage 5 of White Wafers]] perfectly capture the atmosphere of exploring a palace against the northern lights.


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* BestLevelEver:
** Stage 5 of White Wafers is a relaxed puzzle-solving stage with a lovely background and the aforementioned music.
** Stage 3 of Dangerous Dinner outfits you with Ultra Sword to go to town on hordes of mini bosses, a trend that continued in the sequels.
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None


** Ice is incredibly broken, but the exact way in which it is depends on the skill level of the player. Beginners and intermediate players can use its ''fully invincible'' dash-down-attack and near-perfect guard to never get hit against bosses, making it solid as a stone wall ability to conserve health throughout a level or boss rush. Advanced players will instead take Ice in the completely opposite direction, using it as a berserk rushdown ability that constantly damage boosts against bosses to sneak in as many hits of its dash-aerial attack (Super Ice Sprinkle) as possible and shred the Arena modes in the blink of an eye.

to:

** Ice is incredibly broken, but the exact way in which it is depends on the skill level of the player. Beginners and intermediate players can use its ''fully invincible'' dash-down-attack and near-perfect guard to never get hit against bosses, making it solid as a stone wall ability to conserve health throughout a level stage or boss rush. Advanced players will instead take Ice in the completely opposite direction, using it as a berserk rushdown ability that constantly damage boosts against bosses to sneak in as many hits of its dash-aerial attack (Super Ice Sprinkle) as possible and shred the Arena modes in the blink of an eye.



** Hi-Jump. While it is mandatory for certain puzzles, it struggles to find use in any other situation. This is a stark contrast to its previous appearances where it was a solid BoringButPractical movement ability that had some cool applications against bosses due to the ability to cancel Hi-Jump mid-leap. It isn't even the best movement ability of its type; Wing beats out its base kit without even trying, and the only way to make Hi-Jump faster than it is to learn an advanced technique known as "puff-canceling" to cancel its endlag. And hilariously, because levels weren't designed with this in mind, "puff-canceling" can often make Kirby overshoot his target, meaning you don't always want to do it even if you know how to. It notably has the dubious distinction of having the worst Arena and True Arena clear time by far, and its existence is something of an in-joke among top ''Return to Dream Land'' True Arena speedrunners. ''Deluxe'' made things even worse for it; not only was it not buffed in any way, but its regular attack was also given almost wholesale to Sand, adding to the latter's already-huge arsenal of game-breaking moves. ''Ouch''.

to:

** Hi-Jump. While it is mandatory for certain puzzles, it struggles to find use in any other situation. This is a stark contrast to its previous appearances where it was a solid BoringButPractical movement ability that had some cool applications against bosses due to the ability to cancel Hi-Jump mid-leap. It isn't even the best movement ability of its type; Wing beats out its base kit without even trying, and the only way to make Hi-Jump faster than it is to learn an advanced technique known as "puff-canceling" to cancel its endlag. And hilariously, because levels stages weren't designed with this in mind, "puff-canceling" can often make Kirby overshoot his target, meaning you don't always want to do it even if you know how to. It notably has the dubious distinction of having the worst Arena and True Arena clear time by far, and its existence is something of an in-joke among top ''Return to Dream Land'' True Arena speedrunners. ''Deluxe'' made things even worse for it; not only was it not buffed in any way, but its regular attack was also given almost wholesale to Sand, adding to the latter's already-huge arsenal of game-breaking moves. ''Ouch''.
Is there an issue? Send a MessageReason:
None


* BreatherBoss: Metal General, who comes in between the climactic fights against the Grand Doomer and Landia. He has no relevance to the plot, and isn't as difficult as either boss. [[spoiler:This was made up for in Extra Mode, where he got the greatest changes, becoming a Sequential Boss with HR-D3. Its appearence pretty much strips him of his BreatherBoss status in Extra Mode.]]

to:

* BreatherBoss: Metal General, who comes in between the climactic fights against the Grand Doomer and Landia. He has no relevance to the plot, and isn't as difficult as either boss. [[spoiler:This was made up for in Extra Mode, where he got the greatest changes, becoming a Sequential Boss with HR-D3. Its appearence pretty much strips him of his BreatherBoss status in Extra Mode.]] Ironically, [[spoiler:HR-D3 itself becomes a BreatherBoss in the Deluxe version of True Arena (which it's fought separately unlike in Extra Mode), when it comes right after Crowned Doomer and all of the preceding Magolor Epilogue bosses, meaning that you'll be dealing with a boss that's far easier to predict and breathe around.]]
Is there an issue? Send a MessageReason:
None


*** Part of this ability rebalancing involved introducing two new internal damage parameters, "[=PowerA=]" and "[=PowerD=]", which would dictate adjusted damage against bosses and defeated mid-boss bodies, respectively. However, "[=PowerA=]" ended up being a completely redundant parameter, with ''every single move in the game'' having the same "[=PowerA=]" value as the base power of the move. "[=PowerD=]", on the other hand, arbitrarily made a huge swath of moves deal pitiful damage in its context (at times reducing incredibly powerful moves to values in the ''single digits''), only making it more frustrating for players to finish off mid-bosses. This has drawn ire from some members of the True Arena speedrunning community, who viewed this as a completely unnecessary change only meant to frustrate players. Worse yet, the introduction of these parameters also broke Metal General's damage display, where it will now display the ''average'' of a move's base power and its "[=PowerD=]" value, making it completely unreliable as a source to gauge damage values from.

to:

*** Part of this ability rebalancing involved introducing two new internal damage parameters, "[=PowerA=]" "[=PowerB=]" and "[=PowerD=]", which would dictate adjusted damage against bosses and defeated mid-boss bodies, respectively. However, "[=PowerA=]" "[=PowerB=]" ended up being a completely redundant parameter, with ''every single move in the game'' having the same "[=PowerA=]" "[=PowerB=]" value as the base power of the move. "[=PowerD=]", on the other hand, arbitrarily made a huge swath of moves deal pitiful damage in its context (at times reducing incredibly powerful moves to values in the ''single digits''), only making it more frustrating for players to finish off mid-bosses. This has drawn ire from some members of the True Arena speedrunning community, who viewed this as a completely unnecessary change only meant to frustrate players. Worse yet, the introduction of these parameters also broke Metal General's damage display, where it will now display the ''average'' of a move's base power and its "[=PowerD=]" value, making it completely unreliable as a source to gauge damage values from.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheyChangedItNowItSucks:
** ''Deluxe'', on the surface, seems to be an almost completely faithful remaster of the original game. However, some fans took notice of the massive ability rebalancing that happened in the background, with changes being made to abilities almost completely arbitrarily. Strong abilities such as Leaf, Hammer, Ninja, and Parasol fell victim to the nerf hammer, but several middle-of-the-road abilities like Fire and Spear were also nerfed, while other strong abilities such as Wing, Fighter and Ice were mostly untouched. Sword and Stone gained several new attacks from recent titles, but ScrappyWeapon Needle failed to receive even its single new attack from ''Triple Deluxe''. On the other hand, King Dedede and Meta Knight were given significant buffs despite being already very strong characters, which some fans viewed as taking the spotlight away from Kirby.
*** Part of this ability rebalancing involved introducing two new internal damage parameters, "[=PowerA=]" and "[=PowerD=]", which would dictate adjusted damage against bosses and defeated mid-boss bodies, respectively. However, "[=PowerA=]" ended up being a completely redundant parameter, with ''every single move in the game'' having the same "[=PowerA=]" value as the base power of the move. "[=PowerD=]", on the other hand, arbitrarily made a huge swath of moves deal pitiful damage in its context (at times reducing incredibly powerful moves to values in the ''single digits''), only making it more frustrating for players to finish off mid-bosses. This has drawn ire from some members of the True Arena speedrunning community, who viewed this as a completely unnecessary change only meant to frustrate players. Worse yet, the introduction of these parameters also broke Metal General's damage display, where it will now display the ''average'' of a move's base power and its "[=PowerD=]" value, making it completely unreliable as a source to gauge damage values from.

Added: 3251

Changed: 4752

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None


** Ice is great for people who never want to risk getting hit. The dash-down-B attack does as much damage as a fully charged Spark ball, can be spammed faster, and ''gives invincibility frames'', meaning you can just ram into bosses at your leisure. Dash-B is also good for stationary bosses you can hug up against, or bosses that just don't move much. The other main reason why Ice is good is that its guard state leaves you completely invincible, making Ice great as both a rushdown and stone wall ability.
** Water's dash attack makes Kirby ''literally invincible'' during the entire attack, meaning you can just coast through anything, from giant boulders to the final bosses' huge lasers. It's great for speedrunning stages, but what really makes the ability break the game is its Rainbow Rain attack. Not only does it deal a good amount of damage, but it can be chained infinitely and ''also'' leaves Kirby invincible the whole time.
** The Leaf ability's guard renders you completely intangible to almost all attacks. The ability also offers some great offensive tools, such as a Leaf Uppercut that has absurd range and is very easy to spam, and a Leaf Swirl that does insane damage over a short period of time.

to:

*** However, for all its game-breaking potential, Spark has shades of being a [[SkillGateCharacters Skill Gate Ability]]. Despite trivializing the difficulty of the main campaign and being a safe pick against bosses, humans can only charge Spark so quickly; thus, its damage falls off for more experienced players, making it never the optimal choice for any sort of speedrun.
** Ice is great for people who never want to risk getting hit. The dash-down-B attack does as much damage as a fully charged Spark ball, incredibly broken, but the exact way in which it is depends on the skill level of the player. Beginners and intermediate players can be spammed faster, and ''gives invincibility frames'', meaning you can just ram into bosses at your leisure. Dash-B is also good for stationary bosses you can hug up against, or bosses that just don't move much. The other main reason why Ice is good is that use its guard state leaves you completely invincible, making Ice great as both a rushdown and stone wall ability.
** Water's dash attack makes Kirby ''literally
''fully invincible'' during the entire attack, meaning you can just coast through anything, from giant boulders dash-down-attack and near-perfect guard to the final bosses' huge lasers. It's great for speedrunning stages, but what really makes the never get hit against bosses, making it solid as a stone wall ability break to conserve health throughout a level or boss rush. Advanced players will instead take Ice in the game is completely opposite direction, using it as a berserk rushdown ability that constantly damage boosts against bosses to sneak in as many hits of its Rainbow Rain attack. Not only does it deal a good amount of damage, but it can be chained infinitely dash-aerial attack (Super Ice Sprinkle) as possible and ''also'' leaves Kirby invincible shred the whole time.
Arena modes in the blink of an eye.
** The Leaf ability's guard renders you completely intangible to almost all attacks. The ability It also offers some great happens to be one of the best offensive tools, such as abilities in the game, with a Leaf Uppercut that has absurd range and is very easy to spam, and a downwards aerial attack in Leaf Swirl Rain that does insane damage over covers a short period large range and has more firepower, but is more unwieldy. ''Deluxe'' nerfed Leaf by dropping the power of time.Leaf Uppercut from 24 to 20, making it so that players must learn the more difficult Leaf Rain strategies to set competitive times in the Arena modes.



** Meta Knight can use his Shuttle Loop from ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' in this game. It eats at boss HP like crazy and it's very spammable. Wing Kirby has the same ability and several air dashes that let him blow through stages nearly completely invincible, if not for SomeDexterityRequired.
** Hammer's infamy carries on into the original Wii version. It's made worse with Dedede, who naturally keeps his hammer even after using Hammer Throw, meaning he can just spam the powerful attack as much as he wants. In ''Deluxe'', Hammer was nerfed because Hammer Flip was updated to its modern and less efficient version that requires Kirby to charge it, making it useful only for scoring incidental hits. However, at the same time, Dedede was significantly buffed; the developers gave him his Head Slide and Super Dedede Jump from ''Star Allies'' and ''Kirby Fighters 2'', and his neutral aerial attack is now an aerial Hammer attack instead of a spin, which comes out much faster. He doesn't even mind the Hammer Flip nerf as much, since his is now stronger, and his hammer doesn't do passive damage; since ''Return to Dream Land'' scales damage down if a hit is "comboed" into, that means he will always be hitting for maximum damage.

to:

** [[LethalJokeWeapon Parasol]], in the original ''Return to Dream Land'', was the absolute best ability for shredding grounded bosses. Its grounded down attack, Parasol Twirl, had ''full invincibility'' and did '''68''' damage in the blink of an eye if all of its hits connected, making it faster than even Fighter and ''Hammer'' at taking down anything that was even remotely close to the ground. While (ironically) [[CripplingOverspecialization airborne bosses give it quite a lot of trouble]], the amount of time you save from destroying the other 70% of the bosses in the game more than makes up for it, and experienced players have learned ways to overcome this weakness. Unfortunately, ''Deluxe'' gave its single harshest nerf to Parasol Twirl, toning down its base damage from 16 to 12 and thus reducing Twirl's damage to merely 48 (after combo adjustments). While it is still strong against grounded bosses, it is no longer broken-levels of strong, and several of the new endgame bosses are conveniently at a height where Twirl can't reach, making Parasol struggle greatly against them. Seems like someone on the development team ''really'' had it out for this ability...
** Meta Knight can use his Shuttle Loop from ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' in this game. It eats at boss HP like crazy and it's very spammable. Wing Kirby has the same ability and several air dashes that let him blow through stages nearly completely invincible, if not for SomeDexterityRequired.
SomeDexterityRequired. ''Deluxe'' buffs him further by giving him a Counter-style move that can deal heavy burst damage to the most difficult bosses in the game when timed correctly.
** Hammer's infamy carries on into the original Wii version. It's made worse with Dedede, who naturally keeps his hammer even after using Hammer Throw, meaning he can just spam the powerful attack as much as he wants. In ''Deluxe'', Hammer was nerfed because Hammer Flip was updated to its modern and less efficient version that requires Kirby to charge it, making it useful only for scoring incidental hits. However, at the same time, Dedede was significantly buffed; the developers gave him his Head Slide and Super Dedede Jump from ''Star Allies'' and ''Kirby Fighters 2'', and his neutral aerial attack is now an aerial Hammer attack instead of a spin, which comes out much faster. He doesn't even mind the Hammer Flip nerf as much, since his version is now stronger, and his hammer doesn't do passive damage; since ''Return to Dream Land'' scales damage down if a hit is "comboed" into, that means he will always be hitting for maximum damage.



* ScrappyWeapon: While effective in what it does including its SocializationBonus damage buff, returning ability [[VideoGame/KirbyStarAllies Festival]] in ''Deluxe'' catches flak for being another limited-use SmartBomb in a game with already two of them (Crash and Mike), leaving it superfluous when its slot could've opened up potential for using old fan-favorite abilities in ''Return to Dream Land'' such as [[VideoGame/KirbySuperStar Yo-Yo]] or [[VideoGame/KirbyTripleDeluxe Archer]].

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* ScrappyWeapon: ScrappyWeapon:
** Hi-Jump. While it is mandatory for certain puzzles, it struggles to find use in any other situation. This is a stark contrast to its previous appearances where it was a solid BoringButPractical movement ability that had some cool applications against bosses due to the ability to cancel Hi-Jump mid-leap. It isn't even the best movement ability of its type; Wing beats out its base kit without even trying, and the only way to make Hi-Jump faster than it is to learn an advanced technique known as "puff-canceling" to cancel its endlag. And hilariously, because levels weren't designed with this in mind, "puff-canceling" can often make Kirby overshoot his target, meaning you don't always want to do it even if you know how to. It notably has the dubious distinction of having the worst Arena and True Arena clear time by far, and its existence is something of an in-joke among top ''Return to Dream Land'' True Arena speedrunners. ''Deluxe'' made things even worse for it; not only was it not buffed in any way, but its regular attack was also given almost wholesale to Sand, adding to the latter's already-huge arsenal of game-breaking moves. ''Ouch''.
** Needle, which struggles to find a concrete niche in the game. While it is fun to use, it simply does not do anything that other abilities can't, and the addition of a new invincible dash attack hardly stands out when half the abilities in the game also have one. It does not represent a unique solution to any puzzle in the game and its DPS against bosses is consistently in the lowest tier. At least in ''Deluxe'', its range helps it score hits against some of the high-flying endgame bosses, which means it can at least comfortably clear the True Arena in the hands of an experienced player... or they could just use a better ability and save themselves the trouble.
**
While effective in what it does including its SocializationBonus damage buff, returning ability [[VideoGame/KirbyStarAllies Festival]] in ''Deluxe'' catches flak for being another limited-use SmartBomb in a game with already two of them (Crash and Mike), leaving it superfluous when its slot could've opened up potential for using old fan-favorite abilities in ''Return to Dream Land'' such as [[VideoGame/KirbySuperStar Yo-Yo]] or [[VideoGame/KirbyTripleDeluxe Archer]].
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** The theme for the final boss's first phase was commonly referred to as "Under My Control" due to not having an official English translation. It was only until the ''Deluxe'' rerelease that the theme was given an official English name, "Welcome Your New Overlord".

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