Back Issues [Sonic CDay]: The Return of Chaotix / Return to the Miracle Planet


Developed alongside the blockbuster Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), Sonic the Hedgehog CD (Sonic Team, 1993) released on this day back in 1993 and introduced Metal Sonic (one of Sonic’s most popular and enduring rivals).


Story Title: “The Return of Chaotix” (Part 1 to 6)
Published: 9 December 1995 (cover-dated: 22 December 1995) to 17 of February 1996 (cover-dated: 1 March 1996)
Writer: Nigel Kitching
Artist: Richard Elson

Story Title: “Return to the Miracle Planet”
Published: 25 May 1996 (cover-dated: 7 June 1996)
Writer: Nigel Kitching
Artist: Roberto Corona

Quick Facts:
After Sonic the Hedgehog became a mainstream success, SEGA quickly capitalised with a slew of ancillary merchandise, like “Britain’s Official SEGA Comic”, Sonic the Comic (StC). StC quickly veered from the source material while still featuring loose adaptations of the videogames. When StC adapted Sonic CD, they reimagined Metal Sonic as “Metallix”, a robotic doppelgänger who reappeared alongside a “brotherhood” of the Badniks and tangled with the likes of Sonic, Knuckles, and the Chaotix in numerous time travel plots.

The Review:
Although Sonic has every reason to frequently return to Never Lake since the last time he was there, his childhood friend and fellow Freedom Fighter, Porker Lewis, was trapped on the tiny planetoid known as the Miracle Planet when it disappeared from Mobius as it does every month. Instead, Sonic seems surprised when the Miracle Planet reappears, anchored to Mobius by a giant chain, and wary when some “dude” comes down that same chain. It’s an odd start considering I would’ve expected Sonic to be eagerly waiting the Miracle Planet’s return since Porker’s was trapped there after helping defeat the Brotherhood of Metallix and their gigantic emperor, though that’s largely inconsequential compared to Porker’s odd demeanour when Sonic rushes to meet him. Nearby, the Chaotix Crew – leader Vector the Crocodile, muscle Mighty the Armadillo, stealthy Espio the Chameleon, and aggravating Charmy Bee – make a rough landing at Never Lake courtesy of the Omni-Viewer, a sentient computer monitor capable of travelling across dimensions. As soon as they recover, the Chaotix Crew are attacked by Doctor Ivo Robotnik’s Troopers, including a formidable tank-like variant from the Special Badnik Service (SBS). Although the tank shrugs off Mighty’s hefty haymaker, Espio trashes a Trooper with his patented spinning top attack. Mighty then reduces the tank to scrap metal and the remaining Troopers are trashed by Sonic, whom the Chaotix Crew highly regard after hearing tales of him from the Omni-Viewer. Vector reveals that they’ve travelled from the Special Zone under the belief that the Brotherhood of Metallix are up to no good on the Miracle Planet, a suspicion the Omni-Viewer soon proves to be true, despite Sonic’s claims, when he reveals the usually lush and fertile planetoid has been conquered by the Metallix!

Sonic and the Chaotix Crew are horrified when the Metallix alter the past to conquer the present!

Although Porker claims ignorance of this drastic transformation, Sonic eagerly leads the Chaotix Crew to investigate, dismissing Mighty’s hopes for a plan. However, Sonic’s stunned when Porker turns out to be a Metallix variant! The Porkertallix knocks Sonic from the chain with its piston-like arm (though he’s saved by Charmy Bee), headbutts Mighty when he tries to wrestle with it, and gets a kick in the head when Espio sneaks up behind it. Taking to the sky, the Porkertallix charges a “death ray” only to be damaged by Sonic’s Spin Attack. With only seconds to spare before the robot blows up, Mighty and Vector bust out their “Link-Rings” and knock the Porkertallix away so it can explode harmlessly in the sky. Though aggravated by Sonic’s ego, the Chaotix Crew venture onto the polluted, mechanised hellscape of the Miracle Planet and discover the real Porker tied up as bait. While saving his friend, Sonic is confronted by the Emperor Metallix, its army, and its corrupted version of the Omni-Viewer and is horrified to see that the Metallix have travelled into the past and turned Mobius into an equally mechanical hellhole! Realising they’re outnumbered and outgunned, Vector urges the Chaotix Crew to escape via the Omni-Viewer with a reluctant Sonic, who’s so mad he initially tries to take on the entire Metallix army by himself. Teleporting to “Planet Metallix”, the team arrives in a world overrun by machinery and Metallixes, one very unlikely to have any organic life. Once again, Vector must stop Sonic when he tries to take his anger out on an army of nearby Metallix, though they’re led straight into a dead end by the foolish Charmy Bee. Luckily, a mysterious, hooded individual urges them to follow them into the sewers, fooling the Metallix with a holographic projection and then blowing them to smithereens with a bomb. Though grateful, Sonic’s eager to know who’s saved them and discovers that Mobius’s few survivors have taken refuge in the sewers under the leadership of Doctor Ovi Kintobor, the kindly scientist who was transformed into Dr. Robotnik by a laboratory accident!

Sonic’s distraught when he’s forced to create his most hated enemy!

Although Sonic’s overwhelmed at the state of the survivors and at seeing his old friend again, Vector boots up the Omni-Viewer to track the “chronotron trails” left behind by the Metallix’s time travelling and they hop into the screen for a jaunt to the past, taking Dr. Kintobor’s “Anti-Metallix” device with them. This comes in handy when the heroes are jumped by a group of Metallix guarding the timeline as even the combined abilities of Sonic and the Chaotix Crew struggle against the hedgehog’s dangerous doubles. Instead, Sonic slaps the device onto a Metallix and sends it haywire, causing it to attack its “brothers” and allowing our heroes to jump back into the Omni-Viewer, but not before Sonic finds that one of the Metallix was holding a strangely familiar rotten egg. Naturally, this means that the chronotron trail ends in a place Sonic’s all-to familiar with: Dr. Kintobor’s underground lab, back when he was helping a distinctly brown and far less cool-looking Sonic master his super speed. Watching from a doorway, the group witnesses past Sonic breaking the sound barrier, destroying the kinetic gyratoscope used to measure his speed and turning him into his cool, blue self. After reliving this literal blast from the past, Sonic realises with dread how the Metallix changed the past. Sure enough, Dr. Kintobor’s fridge is empty, meaning the rotten egg he found was taken by the robots. Although the Chaotix Crew are baffled as to why this is so important or why Sonic’s so reluctant to put a rotten egg into a fridge, a quick jump to twenty-four hours later clues them in as they watch Dr. Kintobor retrieve the egg for a light snack. Wanting to be absolutely sure, Sonic yanks on a nearby cable and forces his kindly friend to trip into the Retro-Orbital Chaos Compressor (R.O.C.C.), thus causing the accident that birthed Dr. Robotnik! Although devastated at having created the world’s most ruthless dictator, Sonic takes some comfort in Porker’s belief that Dr. Robotnik is obviously important to the Metallix’s survival.

Though the Metallix come close to victory, a last-second save by Sonic finally ends their threat.

When the Omni-Viewer returns them to the present, they’re relieved to see the Mobius has been restored. However, since the Miracle Planet is still corrupted by his robotic doppelgängers, Sonic has the Omni-Viewer transport them to Citadel Robotnik, though Dr. Robotnik dismisses their story as hogwash. Porker rightly questions why the Metallix would want to erase Dr. Robotnik from history as this would surely destroy them, since he created them. However, it turns out they were the brainchild of Dr. Robotnik’s long-suffering assistant, Grimer (though it’s not clear why he would create them without Dr. Robotnik’s influence…) When Grimer reveals that Dr. Robotnik installed a self-destruct mechanism into the machines, Sonic is livid since the tyrant risked his life sending him after the Metallixes about ten issues ago in the hopes the two would destroy each other. Sonic’s only stopped from bashing Dr. Robotnik by the fact that they need that self-destruct device to win and the approach of a swarm of Metallix so vast that they block out the sky! The Emperor Metallix and its thousand-strong hoard crash into the citadel and wreak havoc, easily overwhelming the heroes and leaving Porker a distraught, cowering mess from all the violence and stress. Just as Dr. Robotnik retrieves the self-destruct device, he’s snagged by the Emperor Metallix, who begins to crush it ahead of doing the same to its former master’s neck! Luckily, Sonic swipes the self-destruct device, deactivating the Metallix army. Sonic’s somewhat perplexed by this anti-climactic end, though Vector’s just grateful for it to be over since they barely survived the onslaught. Although Sonic tries to lecture Dr. Robotnik on his heinous actions, he gives up and leaves, clearly still rattled by the adventure. Still, Dr. Robotnik is left ruminating on how close they all came to death, but Grimer gleefully lifts his spirits by unveiling his plans for a new, more stable Metallix…one based on Knuckles the Echidna!

A brief rematch with a Metallix isn’t all it seems in this largely forgettable epilogue.

Although this Metallix variant and the original machine did appear again in StC, “The Return of Chaotix” effectively ended the comic’s ongoing adaptation of Sonic CD and Knuckles’ Chaotix (SEGA, 1995) save for one final epilogue a couple of months later, which I may as well include here. “Return to the Miracle Planet” sees Sonic and fellow Freedom Fighters Amy Rose and Johnny Lightfoot…return to the Miracle Planet (shocker!) in its first reappearance since “The Return of Chaotix”. Despite toppling the Brotherhood of Metallix, the Miracle Planet still bares their visage and is still a mechanised hellscape thanks to the Alpha Device, now a gigantic mechanical tower rather than a simple staff. Guided by the Kintobor Computer (a sentient artificial intelligence that’s essentially a copy of Dr. Kintobor’s personality), Johnny Lightfoot scales the Alpha Device tower looking for a port to plug in a cable, with the hope being that the Kintobor Computer can reverse the damage caused by the Alpha Device. Frustrated by the “techno babble”, Sonic races off to investigate some nearby movement, scrambling through the mechanised landscape until spotting the source of the movement: a red-tinted Metallix! Amazed that one of his robotic doppelgänger’s survived, Sonic immediately attacks, surprised when the machine flees rather than fighting. Naturally, Sonic quickly catches up to it and knocks it down, ready to impale the robot with a piece of scrap metal. However, Amy’s horrified when the Metallix blasts Sonic with its chest ray, only for Sonic to be relatively unscathed since the machine had its weapon on the lowest setting. The Metallix then reveals that it was a bird-like Mobian in disguise all along, a captive of the Brotherhood who disguised himself as one of them after escaping his cell and has been searching for a way home ever since. After quickly snatching Amy’s misguided crossbow bolt from the air, Sonic taunts his friend’s aim and offers to take the Mobian home, confident that the Miracle Planet will be back to normal when it returns in a month.

Final Thoughts: 
Although I naturally have more bias towards Sonic the Comic since I grew up reading it, I generally find that their art and storytelling was overall much better than those in the Archie Comics in the United States. Sonic the Comic had more variety and personality, being fun but also quite dark right from the start, whereas Archie’s Sonic comics took a while to drop the inane slapstick. Neither of them have a great track record when it comes to adapting specific videogames, however, and these two stories continue that trend as, rather than using this opportunity to showcase new areas of the Miracle Planet, both limit the planetoid-based action to a single, indistinct, mechanical area. This would’ve been a great opportunity to bring the Bad Futures of Stardust Speedway or Metallic Madness to life but, instead, there’s little to distinguish the mechanised Miracle Planet from any of Dr. Robotnik’s other facilities. Similarly, “The Return of Chaotix” features the only adaptation of Knuckles’ Chaotix’s “Combine Ring” mechanic and, like in Archie’s Sonic comics, it’s simply used to swing a character into a robot and never used again. On the plus side, “The Return of Chaotix” boasts gorgeous artwork from the unmatched Richard Elson, who masterfully renders Sonic and the Chaotix Crew in ways Archie’s Art Mawhinney and Ken Penders can only dream of. The Metallix especially benefits from this, with the story giving a few subtle background variants (which recall Silver Sonic and the Mecha-Metallix) and an all-new Porkertallix that’s both fearsome and formidable. I liked how rattled Sonic was by this robot and how dangerous a single Metallix was to the combined force of Sonic and the Chaotix Crew. Since his emotions are so high in this story, Sonic almost blunders into an unwinnable situation more than once, forcing Vector to restrain him and pull him away from getting himself killed, which leads to some interesting interactions between Sonic and the team.

Sonic’s time travel journey tests his mettle as his worst nightmares come to life.

Naturally, Sonic’s used to getting his own way with the Freedom Fighters and bossing them around, but the Chaotix Crew are a well-honed team who analyse situations and attack as a cohesive unit. This means they clash with Sonic’s more impulsive attitude but, ultimately, he begrudgingly agrees that discretion is better when faced with such a formidable foe. “The Return of Chaotix” largely re-treads much of and undoes the “Brotherhood of Metallix” story (Kitching, et al, 1995), with the Metallix dominating the Miracle Planet and Mobius thanks to time travel shenanigans. The sight of the Miracle Planet transformed into a giant Metallix head is harrowing, to say the least, but outdone when they do the same to Mobius and essentially turn it into Apokalips! It might’ve been fun to stretch this story out over a few more issues and backup stories, maybe spend a few weeks living on Planet Metallix and having Sonic reconnect with Dr. Kintobor, thereby making his decision to restore the timeline even more difficult. Instead, the story shifts to revisiting “The Origin of Sonic” (ibid, 1993) in the style of Back to the Future Part II (Zemeckis, 1989), with Sonic witnessing his origin as a bystander and manipulating events to cause Dr. Robotnik’s creation. As far as I remember, the guilt and self-loathing he feels about this are limited to this story, which is a shame as it adds an interesting dramatic wrinkle and extra personal beef to Sonic’s war against Dr. Robotnik. The time travel stuff does get a bit wonky here, though, as I alluded to. I guess we have to assume that Grimer was always destined to be a bad guy and create Metallix, which seems unlikely given his attitude towards Dr. Robotnik. Still, it’s fun revisiting Sonic’s past and seeing him so angered at having to birth his greatest enemy, and knowing that Dr. Robotnik could’ve stopped the Metallix at any time. However, it is also kind of strange that the Metallix never removed their self-destruct device, especially as they became autonomous and improved upon their original design.

The Metallix have never looked stronger ore deadlier than in their final, epic appearance.

“Return to the Miracle Planet” isn’t much of a coda to this story. It might’ve been better if we’d seen Sonic return alone to find the Miracle Planet restored, allowing him to explore somewhere like Tidal Tempest of Quartz Quadrant, or if the Metallix he encountered was the real deal, allowing for a recreation of their iconic Stardust Speedway race. Instead, it largely serves to tie up the loose end of returning the Miracle Planet to normal and leaves me wondering why the Metallix kidnapped and experimented on Mobians when they just wanted to exterminate all life in the most efficient (if convoluted) way possible (i.e. time travel). Still, “The Return of Chaotix” was an enjoyable end to this sprawling Metallix saga. I was disappointed that the Emperor Metallix didn’t do much, but it was shocking seeing it threaten to crush Dr. Robotnik’s neck and seeing how close its Brotherhood came to ultimate victory. I also liked how dangerous the Metallix were, with them easily holding their own against the Chaotix Crew, who were unexpectedly outmatched by the faster, deadlier machines. I love the idea of the Metallix being stationed across the timelines and manipulating the timestream to cheat their way to victory, so much so that I do think it would’ve been fun to marinate on this idea for a few weeks. “The Return of Chaotix” also led to a pivotal status quo change as Porker suffered a nervous breakdown and left the team, something Sonic initially struggled to deal with, and led to the creation of the Knuckles Metallix (though this wouldn’t be anywhere near as prevalent as its Sonic variants). While it is disappointing that StC never gave us a true Sonic CD adaptation or made the most of the source material and “Return to the Miracle Planet” is a largely forgettable coda, I really enjoyed the time travel plot in “The Return of Chaotix” and how it changes the perception of Sonic’s relationship with Dr. Robotnik.

“The Return of Chaotix” Rating:

“Return to the Miracle Planet” Rating:

Rating: 4 out of 5.

Rating: 2 out of 5.

Great Stuff

Could Be Better

Do you think “The Return of Chaotix” was a fitting end to StC’s loose adaptation of Sonic CD? How do you think StC’s Chaotix Crew compare to their Archie Comics counterparts? Did you enjoy the twist that Sonic created Dr. Robotnik? Were you also disappointed that we didn’t spend more time on Planet Metallix or see more areas from the game? Did you think “Return to the Miracle Planet” was a worthwhile story to tell? How are you celebrating Sonic CD’s anniversary today? Whatever your thoughts on Sonic CD, or StC in general, feel free to leave a comment below, support me on Ko-Fi, and check out my other Sonic content.

Movie Night [K-DAY]: Reign of Fire


In the absolutely bonkers Pacific Rim (del Toro, 2013), monstrous Kaiju first attacked humanity between 10 and 15 August 2013, making 10 August “K-DAY” and providing a fantastic excuse to talk about giant monsters!


Released: 12 July 2002
Director: Rob Bowman
Distributor: Buena Vista Pictures Distribution

Budget: $60 million
Box Office: $82.2 million
Rotten Tomatoes Scores: 41% / 49%

Quick Facts:
Originally written in 1996, filmed at the Glendasan Valley Lead Mines in Ireland, and threatened by a foot-and-mouth outbreak, Reign of Fire’s dragons posed an anatomical challenge for visual effects studio Secret Lab. Christian Bale also suffered a minor head injury when co-star Matthew McConaughey (who insisted on staying in-character) accidentally headbutted him for real. Though accompanied by a lacklustre videogame, a poor box office and mixed reviews meant this under-rated film never got a sequel.

The Review:
Reign of Fire presents what, on paper, sounds like an exciting premise: dragons (well, wyverns, more accurately…) suddenly appear after millions of years in hibernation and go all scorched earth on humanity! The film even gets off to a strong start when young Quinn Abercromby (Ben Thornton) witnesses the awakening of the male dragon (“The Bull”) while visiting his mother (Alice Krige) while she’s working as a construction supervisor in London. It was her team’s digging that woke the ancient beats, which scrambled to the surface, killing Quinn’s mother and kick-starting a one-sided conflict with millions of dragons. Somewhat unfortunately, the entirety of humanity’s battle against the dragons is reduced to a series of photographs, snippets, and newspaper articles collected by the elder Quinn (Christian Bale), who delivers some exposition about how scientists discovered all-too late that the dragons destroyed the dinosaurs and became myth. Somehow, the Bull spawns millions of smaller (but still gigantic and no less deadly) females that decimate mankind’s cities and defences, leaving Paris and other landmarks burning, their relentless hunger for ash only encouraged when Earth’s military unleash nuclear weapons against the hoard, further devastating the world and all-but driving humanity to the brink of extinction. After eighteen years of off-camera strife and hardship, Quinn has established a close-knit community of stragglers, survivors, and (crucially) children, whom he leads alongside his best friend, Creedy (Gerard Butler), putting everyone to work digging deeper, building basic sanitary and living quarters, and establishing crops in and around Bamburgh Castle in Northumberland. Believing the dragons are unbeatable, since hundreds rise when one falls and he’s witnessed the extent of their wrath, Quinn plans to outlast the increasingly volatile and starving remnants rather than fight back, fully intending on handing leadership over to Jared Wilke (Scott Moutter), a boy Quinn begrudgingly adopted during the time skip, once he’s old enough.

Quinn’s number one priority is keeping his people safe to outlast the dragons.

Quinn’s plan is solid and his community is fairly well maintained under his leadership. They had rudimentary electricity, plumbing, an early warning system consisting of a scout and morse code, and follow a strict, almost religious routine of indoctrinating the children to “keep one eye on the sky” and flee for shelter rather than fight the dragons. Quinn and Creedy entertain the youngsters, who idolise them, with nightly reenactments of popular movies (which Quinn amusingly claims to have written) and don’t stand for any slacking, needing everyone to pitch in to the daily grind. For Eddie Stax (David Kennedy), this has become unbearable. After losing his wife and two kids on the road, and fearing starvation for his remaining brood, he regularly challenges Quinn’s authority, eager to ransack their harvest to feed his kids despite the danger that could attract and the long-term ramifications of picking the crops too early. Though Quinn talks him down, Eddie steals the keys to the castle jeep and takes his kids harvesting, attracting a dragon and losing two children, and leading to half the crop being destroyed before Quinn, Creedy, and Jared rescue them in fireproof outfits and using water hoses. While Quinn is sympathetic towards Eddie’s losses, he’s shaken by the man’s foolishness and almost loses hope for their situation but, as ever, Creedy gets him back on track and he redoubles his efforts to feed and care for his people. The friendship between Quinn and Creedy is a highlight, as is Quinn’s desperate desire to shelter the children. Clearly traumatised by his mother’s death and the flaming end of humanity, Quinn believes it’s foolish to fight or antagonise the dragons, especially as he’s seen the Bull backtrack to outposts and obliterate them. While I would’ve loved to see a more action-packed film focusing on the doomed campaign against the dragons and humanity’s downfall, focusing on Quinn, a desperate man trying to protect his community, makes the film much more relatable and intense, especially during Quinn’s emotional outbursts.

Van Zan’s crazed intensity clashes with Quinn and leads to a conflict of ideologies and masculinity.

Quinn’s relative peace is further disrupted by the second most dangerous and despicable creature on the planet: Americans. Soldiers, led by the physically imposing and unnervingly intense Denton Van Zan (Matthew McConaughey), roll into Bamburgh Castle looking to replenish their supplies and immediately clash with Quinn, who suspects them of being marauders. Though sceptical, Quinn’s won over by Van Zan’s talk of slaying dragons alongside Alex Jensen (Izabella Scorupco), a helicopter pilot who co-ordinates a death-defying team who sky dive to ensnare and kill dragons. Van Zan immediately captivates Quinn’s community, especially Eddie and Jared, with his enigmatic stature and persona. This is only exacerbated when Alex and her team successfully take down a passing dragon, only for Van Zan to chastise the celebrating community since the operation cost him two men. When confronted by Quinn, Van Zan immediately asserts his authority and recruits his people for an assault on the Bull in London. Thanks to Alex, the Americans have discovered that all dragons but the Bull are female and that the male flies over and fertilises thousands of eggs at a time. Therefore, Van Zan believes humanity’s only hope is to kill the Bull and therefore render the dragons extinct, a plan Quinn violently opposes since no one’s returned from London alive in years and the Bull is known to enact revenge. Despite his best efforts, Quinn is no match for the physically imposing and clearly insane Van Zan, who beats Quinn before his people and takes some of them for his plan. While Jared decides to bow out at the last minute, Eddie and the others aren’t so lucky, and Van Zan is left distraught when the Bull wipes his team out in a single pass. With only Alex left, he returns to the ransacked Bamburgh Castle in shame, deferring to Quinn’s authority and convincing Quinn to join them in bringing down the Bull. I’m no fan of Matthew McConaughey but he is excellent and almost unrecognisable in this role, depicted as a burly, surly, intimidating dragon slayer who wields an axe and has personal experience fighting dragons. Though he clearly has a death wish and a suicidal obsession with bringing the Bull down, Van Zan is framed as an honourable and formidable fighter, even if many of his methods and his gruff demeanour are questionable.

The ferocious and impressive dragons have all-but eradicated mankind.

Thanks to appearing sparingly, the dragons are pretty impressive when they appear, depicted as gigantic, winged terrors who swoop in and ignite people and the land with their saliva and feed on the ash left behind. Fast and massive, the dragons quickly dominate the skies and easily shrug off small-arms fire and, apparently, heavier ordinance. According to Van Zan, the dragons have excellent vision at all times except during “magic hour”, when the Sun is setting, though this doesn’t really factor into fighting them in a meaningful way. Van Zan prefers to risk his soldier’s lives by setting up three triangulation devices and having Alex air-drop men from a helicopter with a bola net to ensnare the beasts, a tactic that gives these “Archangels” a seventeen second life expectancy, but which has led to many dragon deaths. It’s not clear how there were any eggs for the Bull to fertilise when he first emerged, but it’s possible the previous generation laid eggs that went dormant over the years. Apparently, these eggs numbered in the millions as dragons quickly overwhelm humanity and appear endless, hinting towards an accelerated growth cycle or perhaps other dragons being in hibernation. Unfortunately for the dragons, they are far too efficient for their own good and, after eradicating most of humanity, turn to cannibalism to survive, their numbers severely dwindling, suggesting they have an overall short lifespan as they seem engineered only to wipe out populaces and then hibernate (a fact Quinn is counting on). While I can just about understand the biology and mechanics of the dragons, however, I still struggle to explain the Americans. Somehow, the Americans travelled across the Atlantic Ocean, travelled from God-knows where to Bamburgh Castle, then went from the castle to London (a 350-ish mile trip) and back again and the made the trip again all without encountering any significant dragon resistance and somehow finding enough supplies, fuel, and helicopter fuel up and down the fire-ravaged English countryside? Even worse, the trip from Bamburgh Castle to London seemingly takes no time at all, rather than the near six hours it would realistically take.

Quinn and Van Zan ultimately set aside their quarrel to bring down the alpha dragon.

Full of piss and vinegar, Van Zan openly defies Quinn and first asks for and then forcibly recruits volunteers for his London campaign. Despite his hands-on experience with dragons, Van Zan is completely unprepared for the Bull, which decimates his team and then attacks Bamburgh Castle, killing Creedy and many others. When Alex and Van Zan return, humbled and desperate, Quinn leaves Jared in charge and agrees to help the Americans using his knowledge of the city (despite it being in ruins). Although they’re outnumbered hundreds to three, the trio’s luck somewhat improves when the Bull feeds upon its smaller brethren to survive. While Van Zan defers to Quinn’s leadership, he outlines the general plan for the three to split up and bait the Bull then fire an explosive arrow down its throat right as it prepares to breathe fire. This gives Van Zan the opportunity to realise his suicidal dream of confronting the Bull head-on as he scales a tower and takes a shot, only for the Bull to detonate the arrow in mid-air. Thus, to buy Alex and Quinn time, Zan Van makes a desperate a dramatic lead towards the Bull and is snatched out of the air and eaten, allowing Alex and Quinn to regroup. Thanks to Alex providing cover fire, Quinn recovers his dropped explosive and takes the shot, ending the Bull in one swift move without even utilising the blinding sunset. In the aftermath, Quinn and Alex return to Bamburgh Castle and continue to sow crops, with Quinn handing leadership over to Jared as talks of additional survivors coming in from across the globe. Having taken up Van Zan’s axe and developed a more optimistic outlook, Quinn focuses on building and sowing crops and preparing to tackle any remaining dragons should they show up, with the film ending on the uplifting hope that humanity can recover from the devastation they’ve suffered.

Final Thoughts:
I’ve always been a fan of this one, though even I must admit that Reign of Fire drags a bit in the middle and isn’t all it could be. On the one hand, the dragons look great. They’re very serpentine and ferocious and it’s clear a lot of work went into making them biologically possible. I also really like how grounded and gritty the story is, with Reign of Fire focusing on survival, desperation, obsession, and human nature rather than big, bombastic action. Christian Bale and Matthew McConaughey deliver some of their best work here, being natural opposites who are constantly on the brink of tearing each other apart and yet finding common ground against a mutual enemy. Part of me is disappointed that all the best parts of the dragon uprising are reduced to that opening montage; this is a film that really needed a prequel to show humanity’s war with and decimation by the dragons. I also cannot get over how the Americans managed to drive and fly around England without any issue, especially in this world, and occasionally wonder if the finale isn’t a little anti-climactic. Yet, I like the visual of the Bull being brought down by a smaller projectile; it’s very thematically powerful. While this isn’t a film I watch all that often, I do believe Reign of Fire is unfairly forgotten and dismissed and deserves a bit more time in the spotlight. It’s certainly one of the best dragon-orientated movies out there and also works as a decent post-apocalypse story, despite some questionable flaws and plot holes.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Reign of Fire? Were you also disappointed that we didn’t get to see how the dragons decimated humanity or did you prefer the more grounded story? Do you agree that was better to outlast the dragons or would you have joined Van Zan’s crusade? Can you explain how the Americans had enough fuel to travel up and down England? Would you have liked to see a sequel or prequel? What’s your favourite kaiju movie, and how are you celebrating K-Day today? Whatever your thoughts on Reign of Fire, kaiju, or monster movies in general, leave a comment below and donate to my Ko-Fi to fund more giant monster content!

Back Issues: The Amazing Spider-Man #13

Story Title: “The Menace of… Mysterio!”
Published: 10 March 1964 (cover-dated: June 1964)

Writer: Stan Lee
Artist: Steve Ditko

Quick Facts:
Though he technically first appeared in The Amazing Spider-Man #2, disgruntled special effects wizard Quentin Beck/Mysterio made his first traditional appearance in this story before cementing himself as one of Spidey’s most dangerous foes when he joined the Sinister Six. Surprisingly formidable and ruthless despite his outrageous design, Mysterio often appears as a boss or enemy in Spidey’s cartoons and videogames and Jake Gyllenhaal received much praise for this portrayal of the character in Spider-Man: Far From Home (Watts, 2019).

The Review:
Our story begins with a shocking sight: Spider-Man robbing a bank and fleeing the scene before a gaggle of stunned onlookers, easily clambering up a neighbouring wall, tangling up some guards, swinging from the skyscrapers, and then drifting to safety on a makeshift web parachute with his haul. Naturally, the tabloids have a field day with this and the notoriously fickle and easily misled New Yorkers immediately condemn the wall-crawler. Bad-tempered publisher J. Jonah Jameson orders all his anti-Spider-Man editorials to be reprinted and Peter’s friends and colleagues are left stunned, though noted Spidey fan Eugene “Flash” Thompson remains hopeful that the whole thing is a misunderstanding. Even Peter is shellshocked by the report, believing so completely that nobody could copy his powers and costume that he briefly worries that he’s developed a malicious split personality. Peter’s so rattled by anxiety that he breaks some crockery in his absent-mindedness and worries his doting Aunt May, who inadvertently adds to Peter’s woes by reminding him of their dire financial situation. Afraid to sleep lest he commit another crime in his sleep, Peter eventually drifts off, only to awaken to find his worst fears have come true. Terrified of what he might do next, Spider-Man swings over to a psychiatrist, only to chicken out at the last second over fears that he may give away his secret identity. Peter’s troubles weigh so heavily on him that he snaps at Betty Brant when she shows concern and even gives Jameson some lip with the editor refuses to supplement his income with a small loan, forcing Peter to don his costume to get some extra cash for his pictures of Spider-Man, only to be immediately set upon by the public and chased away.

Peter’s fears about an imposter are doubled when Mysterio matches and rivals his powers!

While Peter wrestles with his issues, a mysterious, cloaked figure appears in Jameson’s office and offers to end Spider-Man’s threat. Though mocked for his corny get-up and bizarre fishbowl helmet, “Mysterio” states that he hides his identity to protect his family and promises to make good on his threat. Before disappearing in a puff of smoke, Mysterio instructs Jameson to print a message luring the web-slinger to the Brooklyn Bridge, which Spidey immediately answers since he’s at his wit’s end. Realising it’s a trap, Spidey dives, swings, and pounces at his peculiar new foe, only for Mysterio to deftly somersault behind him, eerily dodge his blows by sticking to the bridge, and nimbly hop to safety. Spidey’s doubly shocked when Mysterio stops his webs with a gesture and dissolves them in mid-air before engulfing himself in a smokescreen. Though confident that his uncanny spider-sense gives him the edge, Spidey’s shocked when his senses are somehow dulled by the smoke, leaving him helpless as the unseen Mysterio repeatedly pummels him. Spider-Man’s thus forced to take a literal dive off the bridge before he’s beaten to death, leaving Mysterio victorious and forcing the bruised teen to swim to safety. Mysterio’s victory is celebrated across the grateful city, and he agrees to offer Jameson the exclusive on his true identity once Spider-Man is finished (alongside a payoff, of course). While meeting Mysterio and promising to capture his final victory on film, Peter slips a spider-themed tracking device onto the strange magician’s cape and quickly rushes out to track down his new foe, surprising Mysterio outside a television studio building. Once again, Mysterio surrounds himself with his choking smoke and puts a beating on Spider-Man but halts his attack to brag about how he managed to fool everyone into thinking Spider-Man had gone crooked.

Spidey uses his head to defeat Mysterio and clear his name.

Mysterio reveals that he was once a movie stunt man with a talent for special and practical effects. One day, he decided to imitate Spider-Man and artificially recreated his powers, using special suction cups to cling to walls and a nylon cord fired from a gun to recreate Spidey’s webs, all to frame Spidey for crimes. He then invented Mysterio to take down the “evil” Spider-Man and be hailed as a hero, using a two-way helmet, acidic spray, smoke ejectors, and magnetic spring plates in his boots to appear superhuman. Mysterio also reveals that he uses a sonar device to see through his fog and jam Spider-Man’s senses but gets so caught up in his boasting that he misses that Spidey was recording him. Angered, Mysterio resorts to his smoke once again, but this time Spidey stays outside the fog and swings into it, eventually sending Mysterio flying onto a sci-fi movie set. Spider-Man presses his attack, distracting Mysterio with a web net so he can leap in for another punch and force Mysterio to spring to the overhead props. Panicked and raving, Mysterio relies on his training as a stunt man to take Spidey’s punches and fling the wall-crawler off-balance, only for Spidey-Man to easily recover and use his fantastic agility to tackle Mysterio. When Mysterio uses his smoke again, the aggravated web-slinger smashes the sonar device on his chest and finally knocks out the devious stunt man. Retrieving his automatic camera, and his unconscious foe, Spider-Man drops Mysterio off at the police station alongside his taped confession. Jameson is livid when he finds out the truth but quickly tries to recoup his losses with Peter’s photos of the fight between Spider-Man and Mysterio. Jameson’s mood immediately sours again, though, when Spidey drops by to berate him for jumping to conclusions and humiliate him, before heading back into the city, where the public have forgiven him…for now.

Final Thoughts: 
This one was pretty fun, despite the fact that I typically don’t like stories where the hero is impersonated by another. I give this one a pass because, as goofy as Mysterio is, I quite like his aesthetic and his backstory. This story really highlights just how fickle and easily led the Marvel public are as they immediately peg Spider-Man as a thief and condemn his actions, despite all the good he’s done. To be fair, the evidence is pretty damning and it’s important to remember that this story was published when Spider-Man was truly unique and few could emulate his powers. Plus, newspapers and circumstantial evidence had worked against Spider-Man for a time, so I don’t begrudge the public for turning on the web-spinner after witnesses saw him fleeing with the loot. However, I do question Peter immediately thinking he’s gone crackers and is out committing crimes in his sleep, all because he doesn’t remember doing what he’s accused of. Again, it kinda makes sense as he can’t imagine anyone having his powers, but he descends into anxiety-ridden paranoia pretty quickly rather than trying to investigate what really happened. Paradoxically, however, I quite like this story beat. Peter’s a kid who has the weight of the world on his shoulders and is constantly worrying about his aunt, his studies, money, his relationships, and whatever villains are causing trouble. He takes everything to heart and puts himself under a lot of pressure, so it makes senses that he’d be worried he’d snapped or gone bananas from stress. Once Mysterio shows up, though, this plot thread is dropped and Peter gets his shit together to track Mysterio down, only to constantly underestimate his foe and be forced to think with his head rather than his fists.

The drama and Mysterio’s origin are a bit undercooked but the visuals and fights are a lot of fun.

Although we never learn Mysterio’s true name, he’s instantly memorable in his bizarre green armour, flowing purple cape, and ridiculous fishbowl helmet. His whole getup and the way he presents himself screams “supervillain” but he sells himself as a powerful hero, easily duping the bigoted Jameson with promises of Spider-Man’s defeat and being heralded a hero after besting the wall-crawler. I really liked that Mysterio was depicted as such a threat, from disappearing into smoke, nimbly avoiding Spider-Man’s famous agility, and even dulling his spider-sense to beat him half to death with relative ease. Though he boasts no true superpowers, Mysterio’s stunt training means he can take a punch and knows how to fall to lessen the damage he takes, and his gadgets make him more than a match for Spider-Man. Unfortunately, Mysterio’s motivation is quite weak. It seems he just decided to frame Spider-Man and pose as a hero to take him down on a whim and for the personal glory and the cash, which is quite bland when you think about it. Mysterio isn’t looking to get revenge against the movie industry, hasn’t been slighted by Spider-Man in the past, and doesn’t appear to have been shunned or ridiculed by his peers. He’s just doing it for a lark, it seems, and to prove his superiority over others. Indeed, when Spider-Man starts fighting smarter rather than harder, disabling Mysterio’s tech and strategically working around his near-literal smoke and mirrors, Mysterio’s enraged at being outsmarted. This only aids the furious web-spinner as Mysterio makes mistakes in his panic and rage, leaving him a beaten and humiliated wreck when he’s delivered to the cops. There were a lot of fun visuals and unique aspects to this story, especially in Mysterio’s abilities and his fights with Spider-Man. The drama didn’t land with me much and Mysterio’s motivations were quite weak but, overall, this was a strong debut for perhaps Spider-Man’s most bizarre enemy that painted him as a scheming and capable threat right from the start.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Mysterio’s debut story? Are you a fan of the villain and, if so, what are some of your favourite Mysterio moments and stories? Would you have also liked to see Peter’s anxiety about his “crimes” explored in more detail? What did you think to Mysterio’s motivations and the way he copied Spidey’s powers? Where does Mysterio rank in your tier list of Spidey villains? Share your opinions on Mysterio in the comments, support me on Ko-Fi, and go check out my other Spider-Man content.

Back Issues [Thor’s Day]: Journey into Mystery #99/104


In August 1962, Marvel Comics debuted the God of Thunder, Thor Odinson, one of their most successful and versatile characters. As it’s the first Thursday (or “Thor’s Day”) of August, this is the perfect time to celebrate the God of Thunder!


Writer: Stan Lee – Artist: Jack Kirby

Story Title: “Tales of Asgard: Surtur the Fire Demon!”
Published: 1 October 1963 (cover-dated: December 1963)

Story Title: “Giants Walk the Earth!”
Published: 3 March 1964 (cover-dated: May 1964)

Quick Facts:
Inspired by Norse legends, Thor Odinson headlined Journey into Mystery after his debut and eventually adopted more aspects of his inspiration, such as Surtr, the great fire giant destined to be at the forefront of Ragnarök, the twilight of the Gods. As imagined by Stan Lee and Jack Kirby, Surtur fulfilled much the same role and was a prominent villain of Thor in the 1966s. Surtur also appeared in Marvel cartoons and videogames and was a significant destructive force in Thor: Ragnarok (Waititi, 2017).

The Review:
Surtur the Fire Demon first appeared in a backup story in Journey into Mystery #99, one of many “Tales of Asgard” that delved into the rich, colourful lore of Marvel’s iteration of the Norse Gods (which was somewhat comparable to actual mythology). This tale revolves around Odin Allfather, the prideful, all-powerful king of Asgard and Thor’s father, and his solo campaign into the land of the trolls, who’ve joined the mysterious Surtur in rebelling against Asgard. Despite the Troll King threatening that the venture will cost Odin his life, the Allfather unleashes his incredible “Odinforce” power to repel the ravenous troll army, destroying their will to fight and forcing them to meekly point him in Surtur’s direction. Thus, Odin ventures to the “sea of flame” where the mighty, demonic King of the Fire Demons emerges from the flaming pool. Despite Surtur’s gigantic size and demonic visage, Odin fearlessly stands his ground. When Surtur uses black magic to transform his fingers into monstrous serpents, Odin simply lifts his mighty sword and calls down the frozen remnants of a long-dead world to bombard Surtur with a meteor shower! Injured and humiliated, Surtur’s rage turns to spite when Odin demands his fealty, turning the Demon King’s ire towards Odin’s beloved “Midgard” (Earth), which is still awaiting the age of man. Surtur surprises Odin with his speed and reaches Earth before the Allfather can intercept him (despite Odin standing right there…), boring deep into the Earth’s crust and flinging a chunk of matter into the atmosphere that would become our Moon. Rushing to Earth via the Bifrost (a magical “rainbow bridge” connecting the realms), Odin channels “electro-magnetic particles” into his sword, causing the Earth to rotate and thus creating our day/night cycle. This rotating traps Surtur in the centre of our world, where he acts as the planet’s molten core, powerless to do more than try and appease Odin by spewing a beautiful, winged horse from a volcano and hope that he’ll one day be freed…

Loki manipulates Odin’s concerns about Thor to usurp the throne and release Odin’s hated adversaries!

Surtur next appeared, and first battled Thor, almost six months later in a story precipitated by Thor’s mischievous half-brother, the trickster God Loki Laufeyson. Hidden somewhere in Asgard, Loki berates his allies, Amora the Enchantress and Skurge the Executioner, for failing to defeat Thor in Journey into Mystery #103, enraged at the suggestion that anyone, especially the boorish Thor, could be “wiser [or] craftier” than him. As Odin is apparently unaware of Loki’s schemes, the Allfather summons his adopted son to a mountaintop to discuss his concerns about Thor, who has continually defied his will and chosen to follow his heart and be with nurse Jane Foster rather than heed his father’s commands. As Odin doesn’t want to cause his son heartache by interjecting in his love life but cannot allow Thor to defy him, he asks “clever Loki” for advice and, seizing the opportunity, Loki suggests that Odin travel to Earth to “assert [his] authority in person!” Excited by the proposition, a grateful Odin agrees and plays right into Loki’s hands as Odin decrees that the God of Mischief shall rule Asgard in the king’s absence. Gleeful to finally have the throne he’s long coveted, Loki immediately works to possess it for all eternity, employing the additional powers granted to him by Odin to release Skagg the Storm Giant and Surtur the Fire Demon from their imprisonments! On Earth, Odin assumes the guise of an unassuming gentleman, easily thwarting would-be muggers when they accost him, while Thor (as insecure cripple Doctor Donald “Don” Blake”) watches over Jane as she recovers from her ordeal with the Enchantress and the Executioner. After sending the exhausted nurse home to rest, Dr. Blake ponders Loki’s next move and decides to strike his cane to the ground and transform into the mighty Thor to search New York City for signs of his cunning adversary, taking to the skies with a hefty swing of his enchanted hammer, Mjölnir.

Odin and his sons easily defeat the vengeful giants, though he despairs of Thor’s devotion to Jane.

Thor’s amazed when he’s approached by Balder Odinson the Brave, who was sent to Earth by all-seeing Heimdall to warn of Loki’s plot, and quickly returns to Dr. Blake’s practice, correctly assuming that Odin would visit him there. After learning of Skagg and Surtur’s release, Odin uses his awesome powers to transport the entire human race to another dimension where, trapped in a zen-like state, they’re safe from the conflict. Odin then joins Thor and Balder in confronting Skagg, who emerges from the sea and advances towards the city, his gigantic club ready to destroy. Despite Skagg’s boasts, his weapon is easily reduced to splinters by Balder’s sword, though the giant quickly adapts and whips up a whirlwind to knock Balder from his winged horse. Though Thor rushes to his brother’s aid, Surtur sends Thor crashing to the waters by blasting searing firebolts from his flaming sword. When Odin interjects, causing Skagg to sink into the seabed, the Titan begs Surtur to aid him and, begrudgingly, the Fire Demon agrees in the hopes that the monstrous giant can back up his boasts. Surtur again turns his wrath towards the Earth, becoming a raging fireball that threatens to cause global catastrophe by melting the ice caps. When Skagg has a torrential storm ransack the city, the God of Thunder takes this as a personal challenge and braves the storm to strike Skagg with a lightning bolt from Mjölnir, staggering the giant long enough for Odin to erect a protective shield over the city and draining Skagg’s energy with his enchanted sword (despite Loki’s best efforts to replenish the Titan from afar). The effort drains Odin, so Thor takes his sword and uses it to redirect Surtur’s attack at the last second, flinging him into space and chaining him to a tiny asteroid in another galaxy. Though proud of his son’s victory, Odin is disappointed that Thor still refuses to return to Asgard and concerned that Thor’s heart has been “weakened by love”. However, Odin begrudgingly returns to his throne and punishes Loki’s treachery by forcing him to serve the trolls for an indeterminate amount of time.

Final Thoughts: 
These stories were an inauspicious debut for the mighty Fire Demon, to say the least. “Tales of Asgard: Surtur the Fire Demon!” is simply a five-page introduction to the devilish entity; it tells us nothing of his motivation, his abilities, or his personality. All we know is that Surtur has randomly decided to rebel against Asgard and whips up the trolls to join him, a poor choice considering Odin’s power is the “only force in the universe that can shatter [their] unbreakable grip”. Thus, Surtur’s campaign was seemingly doomed before it even began, but certainly moot once Odin personally came to root his rebellion. As large and intimidating as Surtur is, Odin shows no fear and immediately humbles him with a meteor strike. Even Surtur’s incredible speed and the power he shows by birthing the Moon are nothing compared to Odin, who easily traps the Fire Demon within the Earth. On the plus side, “Tales of Asgard: Surtur the Fire Demon!” does reveal that the Norse deities birthed our Moon and the planet’s rotation. I’m not sure if this is reflected in Norse mythology, but it was an interesting wrinkle to show how intertwined Earth’s history is with Asgard, especially as Odin cares for the still-developing Earth as deeply as Thor would come to. Indeed, Odin is apparently thrilled by Loki’s suggestion that he visit Earth and even teleports the human race to safety before battling Skagg and Surtur. Ironically, Odin’s largely dismissive of humans on a personal level. He despairs of Thor’s love for Jane Foster, easily dispatched his would-be muggers, and thinks nothing of hypnotising Dr. Blake’s secretary into allowing him access to his son’s office. Although Odin throws himself into the fight against Skagg and Surtur, seemingly delighted to be on the battlefield once more and fighting alongside his sons, he’s left aggrieved and despondent by Thor’s choice to remain on Earth with Jane, worrying that Thor’s feelings for the mortal will spell doom for him in the long term.

Not the greatest first showing for Surtur, who’s a generic demon easily defeated by Odin’s magic.

Like many Thor stories around this time, Loki is behind the plot of “Giants Walk the Earth!” The scheming, mischievous God perfectly manipulates Odin’s feelings to acquire Asgard’s throne and immediately frees two of the Allfather’s most hated enemies, even feeding Skagg additional power from Asgard. Interestingly, despite having fought Thor and caused trouble before, Loki freely lives within Asgard and Odin even seeks his advice, which shows just how deep Loki’s machinations go as Thor is well aware of his half-brother’s untrustworthy nature. Skagg and Surtur make for an incredibly formidable duo…on paper, at least. As a storm giant, Skagg causes whirlwinds and destructive typhoons by focusing his power through his massive club, even when it’s shattered, his powers somewhat akin to Thor’s ability to conjure thunderstorms with Mjölnir. This immediately gives Thor the advantage against Skagg and he easily powers through the storm to stun the vengeful giant, who’s quickly and easily drained of his energy by Odin (who, I might add, also would’ve quickly subdued Skagg had Surtur not rescued him from sinking). Surtur is a prideful and spiteful demon in this second story, hesitating to rescue or work alongside Skagg as he wants the glory of destroying the Asgardians all for himself and immediately endangering the Earth with worldwide destruction as recompense for Odin’s actions. Surtur briefly proves his power by blasting Mjölnir with a firebolt and knocking Thor from the sky, but we don’t see him fight with his full power as he’s more concerned with melting the ice caps. Once again, Surtur’s greatest weakness is Odin’s all-powerful sword, which Thor can conveniently also wield and easily uses to send Surtur hurtling into another galaxy and magnetically bind him to an asteroid. Thus, “Giants Walk the Earth!” is more a tale of Loki’s scheming and Odin’s adventures with his sons than a showcase of how dangerous and terrifying Surtur can be. I still have no idea what his motivations are beyond revenge, what the extent of his power is, and didn’t get to see him in battle, making for a disappointingly throwaway first appearance for Thor’s demonic adversary.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Surtur’s first appearances in Journey into Mystery? Were you also disappointed that we didn’t learn or see much of him? Did you enjoy seeing Odin team up with Thor and Balder? What are some of your favourite Surtur moments from the comics and beyond? Do you have a favourite character, story, or era in Thor’s publication history? How are you celebrating Thor’s debut this month? Share your thoughts on Surtur and Thor in the comments, check out my other Thor content across the site, and donate to my Ko-Fi to see more!

Wrestling Recap: Triple H vs. HBK (SummerSlam ’02)

The Date: 25 August 2002
The Venue: Nassau Veterans Memorial Coliseum; Uniondale, New York
The Stakes: Non-sanctioned grudge match

The Commentary: Jim “J.R.” Ross and Jerry “The King” Lawler
The Referee: Earl Hebner
Dave Meltzer’s Rating: 4.25

The Build-Up:
In 1998, noted wild child “The Heartbreak Kid” Shawn Michaels suffered a horrendous back injury that forced him into early retirement. HBK transitioned into part-time roles before making a remarkable return to World Wrestling Entertainment (WWE) in 2002. At this time, the WWE’s roster was split into two brands and HBK tried to convince his old D-Generation X running buddy “The Game” Triple H to join him on Raw. Although Triple H seemed to go along with this, he quickly turned on HBK to prove that he had long surpassed his friend.

The Match:
Considering how long Shawn Michaels was away from the ring, and how unprecedented his comeback was, it was only fitting that he got a thunderous ovation and exploding confetti during his entrance, which saw J.R. rundown HBK’s accomplishments to hype his in-ring return. Since this was an “unsanctioned” match, Shawn competing in street clothes, though “The Game” stuck to his ring gear and the match still had a referee, which somewhat contradicted the “street fight” feel of the very personal confrontation between the two. Shawn launched a pre-emptive attack, tackling Triple H to the canvas for a pummelling. Shawn showed he still had his patented quickness and agility by leapfrogging the Game and tossing him outside and flying with a crossbody plancha splash. Shawn then doubled down by bashing Triple H’s head off a ring post and flooring him with a clothesline before grabbing a trash can and lid from under the ring. A knee to the gut and a slam into the barricade kept HBK from using his weapons, though he stunned the Game with a shot with the lid and impressively flipped back into the ring to deck Triple H again. Although Shawn nailed a diving axehandle, Triple H avoided Sweet Chin Music and turned the tide with a backbreaker, determined to cripple his former friend by targeting HBK’s notoriously injured lower back with repeated backbreakers and some high-powered whips into the corners.

Despite his fire, Shawn’s back quickly became a target for the sadistic Triple H.

The Game mocked HBK with a crotch chop and continued to target his lower back with elbow drops and stomps, though Shawn kicked out of the subsequent pin. Sadistic to the end, Triple H used a steel chair to further damage HBK’s spine and earn himself another two count. Shawn valiantly fought back and reversed a suplex for a near fall but got shut down with Triple H’s signature facebuster knee smash. A DDT to the steel chair got Triple H another two count and split HBK’s forehead open; Triple H then whipped Shawn’s back with his own leather belt! The Game then (eventually…) grabbed his trusty sledgehammer, leading HBK to frantically fight back and end up in an abdominal stretch. Oddly, the referee fought with Triple H when the Game used the ropes for leverage, leading to an argument between the two that gave Shawn the chance to mount a comeback. Triple H tried to stop this with a superplex but had to settle for shoving Hebner into the ropes and causing Shawn to drop crotch-first to the top rope when HBK fought back. Triple H then took advantage of Shawn’s helplessness by smashing the steel chair across his back and hitting a backbreaker across that same chair. When Shawn refused to be pinned, the enraged Triple H hit a sidewalk slam onto the mangled chair but was still unable to keep the former degenerate down. Frustrated, the Game attempted to hit the Pedigree onto the Showstopper, only for Shawn to counter with a low blow and muster the strength for a desperation Sweet Chin Music that sent the steel chair into Triple H’s face and busted him open.

While HBK impressed and got the victory, he was left a half-crippled mess by Triple H.

Motivated by this, HBK laid in some shots, hit his flying forearm, and amazed the crowd by kipping up and blasting Triple H with a chair shot. Shawn then sent the Game flying outside and got some payback by whipping Triple H with his belt and a couple of trash can lid shots  around the announce tables. HBK followed up with a running bulldog to the steel steps before grabbing a ladder from under the ring and smashing it into Triple H’s face and ribs. Shawn countered Triple H’s whip into the ladder and catapulted the Game into it for a near fall, leading Triple H to hit the ladder into Shawn with a baseball slide. When Triple H uncharacteristically went to the top rope, Shawn intercepted him with a superplex for a two count, got another near fall off a roll up, and kicked out when Triple H hit a high knee strike. Although Triple H tried to use the steel steps, Shawn countered with a drop toehold to deliver that fate to his former friend and then scrambled to set up a table on the outside. HBK cracked Triple H with a fire extinguisher to leave him prone for a diving splash off the top to the outside and through the table! When the two struggled back into the ring, Shawn hit his diving elbow from the ladder and, energised by the crowd support, tuned up for Sweet Chin Music. Though Triple H caught his foot and tried for a Pedigree, HBK upset the Game with a roll up and scored the win. However, Triple H launched a vicious attack with the sledgehammer as Shawn celebrated, leaving HBK lying half-dead after this impressive showcase of two of the all-time greats.

The Aftermath:
Although Shawn Michaels impressed in his in-ring return, this SummerSlam match was originally believed to be a one-off bout for the Showstopper. However, Shawn’s condition and confidence were only proven and bolstered by his efforts and he officially returned to full-time competition in October 2003, emerging from a coffin to attack Triple H during his “Reign of Terror” with the World Heavyweight Championship. The blood feud between the former degenerates saw HBK dethrone Triple H in the first-ever Elimination Chamber match, though he dropped the belt back to the Game the next month. When Shawn was eliminated from the 2003 Royal Rumble by Chris Jericho, HBK became side-tracked feuding with the bitter Jericho before returning to opposing Triple H and his dominating Evolution faction, even interjecting himself into 2004 Royal Rumble winner Chris Benoit’s challenge to the Game at WrestleMania XX.

My Rating:

Rating: 4 out of 5.

Great Stuff

Were you impressed by HBK’s unexpected return and performance at SummerSlam 2002? Did you think Shawn would win considering how long he’d been gone? Were you into HBK’s big comeback or do you think he was better off retired? Which of his matches against Triple H was your favourite? Leave on this review and share your thoughts down below, then donate to my Ko-Fi to suggest other SummerSlam matches you’d like me to cover.

Back Issues [Spider-Man Day]: The Amazing Spider-Man #2


Easily Marvel Comics’ most recognisable superhero, unsuspecting teenager Peter Parker was bitten by a radioactive spider in August 1962. To coincide with his day of celebration, I’m dedicating some time to everyone’s favourite web-head!


Story Titles: “Duel to the Death with the Vulture!”
“The Uncanny Threat of the Terrible Tinkerer!”

Published: 12 February 1963 (cover-dated: May 1963)
Writer: Stan Lee – Artist: Steve Ditko

Quick Facts:
Disregarding the 1963 villain of the same name, Adrian Toomes/The Vulture joined Spider-Man’s colourful rogues’ gallery in this issue. Redesigned by Steve Ditko, the Vulture’s been a persistent threat despite being one of Spidey’s less intimidating foes. Phineas Mason/The Tinkerer also debuted in this issue as an aged super genius who was later suspected to be an alien! Both characters appeared in Spider-Man: Homecoming (Watts, 2017), with Michael Keaton making as lasting impression as a far more intimidating and sympathetic incarnation of the Vulture.

The Review:
When “Duel to the Death with the Vulture!” begins, the titular avian crook has been terrorising New York City for days, swooping on unsuspecting yuppies and swiping their valuables, amazing onlookers as he appears to be a gigantic bird rather than a man. Cantankerous editor J. Jonah Jameson hears about the Vulture and sees dollar signs, demanding the next issue of Now Magazine be devoted to the bizarre thief and be accompanied be a decent picture. Hearing of this, Peter first hits upon the idea of taking pictures of supervillains (and his wall-crawling alter ego) to earn some extra cash and is delighted when his doting Aunt May gifts him his Uncle Ben’s old miniature camera. Spider-Man doesn’t have to wait long to get his first chance at snapping pictures of the Vulture as Toomes hears of a consignment of diamonds being moved across town, meaning he soon flies past the young adventurer. Deciding to toy with the public and the police, the Vulture delivers cryptic messages to the media and the cops to have them puzzle out how his wings work and how he plans to pull off the heist and even reacts in a microsecond when Spidey positions himself for a shot. Taken by surprise, Spidey’s easily knocked out with a single kick and dumped into a water tower, where the panicked youth leaps to safety when his web shooters inconveniently run dry. Learning from this, Peter cobbles together an all-purpose belt to carry extra web cartridges and house his camera while his pictures develop, which impress Jonah and sees him promise to pay Peter for photos of Spider-Man (though Peter refuses credi for his shots).

Though initially bested by the Vulture, Spidey sciences his way past the devious old coot.

While everyone gathers to watch the diamonds be moved, and wonders how the Vulture plans to steal them, Peter quietly switches to Spider-Man while the Vulture acts on his threats by attacking not from above…but below! Toomes pops from a manhole, steals the diamonds, and escapes to the skies via the subway, with Spider-Man in hot pursuit. Despite his superhuman speed and uncanny spider-sense, the Vulture easily loops around Spidey and knocks him from a rooftop, only to have his ankle snapped by the wall-crawler’s web. Spidey then activates a miniature “anti-magnetic inverter” device he whipped up after noticing how quiet the Vulture’s flight was and surmising that he flies via magnetic power. This disrupts the Vulture’s wings and causing them to plummet from the sky, allowing Spidey to swing to safety and Toomes to slowly crash to a nearby rooftop for the cops to pick up. Spider-Man snaps some pictures and again amazes the cigar-chomping Jameson, making both characters happy as Jameson gets his exclusive and Peter gets a wad of cash to help pay the bills and treat his Aunt May. As for the Vulture? Well, he’s left to stew in a prison cell, swearing to develop a better means of flight to get revenge on Spider-Man. “The Uncanny Threat of the Terrible Tinkerer!” sees Peter in his element, the science laboratory at Midtown High, much to the amusement of his disinterested and mean-spirited classmates, Elizabeth “Liz” Allen and Eugene “Flash” Thompson. Flash mocks Peter when he’s offered the chance to work with the famed Professor Cobbwell over the weekend, gladly heading to the Tinkerer Repair Shop to pick up some extra equipment for the famous electronics expert. Although unnerved by the miserly old Tinkerer and the strange feeling that something’s not right there, Peter chalks it up to paranoia, completely unaware that the aged Tinkerer is working with a bizarre, bug-like alien in his basement! Unbeknownst to Dr. Cobbwell, the alien makes some “special” modifications to his radio for the low cost of a dime, amazing Peter so much that he’s still thinking about it while working in Dr. Cobbwell’s lab.

Spider-Man’s amazed to find the Tinkerer aiding with an alien invasion!

Realising that the professor’s radio is emitting the same odd electrical impulses he sensed at the Tinkerer’s, Peter investigates swings back to investigate. Inside, he follows his spider-sense to the basement and discovers that the seemingly innocent old man working alongside aliens, using similar radio transmitters to gauge the strengths and weaknesses of the planet before launching a full-scale attack! When he’s discovered, Spider-Man amazes the aliens with his amazing wall-crawling, agility, and super strength, easily throwing off multiple attackers, though he’s downed by a shot from the Tinkerer’s laser blaster. Trapped inside an unbreakable “restisto-glass” enclosure, Spider-Man faces a quick (and possibly painful) death by poisonous gas. Thanks to his ridiculously diverse web-shooters, Spider-Man fires a super-thin strand of webbing through a tiny air hole in the enclosure, snagging the control panel and setting himself free. A single punch from Spider-Man sends the aliens crashing against said console, causing it to overload and burst into flames and making them scatter without the Tinkerer. Spider-Man tackles the traitorous old man and tries to haul him from the burning building, only for the aged conspirator to squirm free from the web-slinger’s grasp and forcing Spider-Man to flee before he’s choked or burned to death. When spotted fleeing the burning building, Spider-Man’s naturally blamed for the blaze, though the entire experience is enough for the aliens to remotely destroy their surveillance equipment and flee the Earth, vowing never to return. Peter returns to Dr. Cobbwell’s lab, satisfied that the radio is harmless, and listens attentively as the excited professor shares that he spotted a spaceship flying into the atmosphere, before convincing himself that he imagined the whole thing. While he struggles with what he saw, Peter ponders the lifelike mask he pulled from the Tinkerer’s face, equally baffled by the entire adventure (and rightfully so!)

Final Thoughts: 
I’ve never been a big fan of the Vulture, and his first appearance did little to change that opinion. Unlike some of Spider-Man’s other colourful villains, who at least get a little backstory in their debut stories if not a half-assed origin, we never even learn the Vulture’s identity, much less how he invented his bird-themed suit or magnetically powered wings. Ironically, the Vulture flies around with his face completely exposed yet nobody recognises him (though, to be fair, he’s said to be moving very swiftly and no one’s gotten a clear shot at him). Still, there’s very little going for the Vulture beyond his ability to fly as deftly as his namesake. The Vulture is just a colourful, outlandish crook who steals from the rich for his own benefit. We don’t know what he’s doing with the money except hording it and learn only that the Vulture feels so empowered by his flight suit that he decides to taunt the cops like he’s Edward Nygma/The Riddler! The Vulture does this simply for the thrill and to outsmart everyone around him, delighting in outmanoeuvring Spider-Man and even besting the web-slinger with ludicrous ease! Of course, the Vulture’s arrogance proves his undoing as science whiz Peter correctly guesses that Toomes is using magnetic power to fly and easily disrupts his wings, making the Vulture’s first appearance wholly unsatisfying as even his crazy gimmick isn’t all that impressive.

Despite some impressive or fantastical gimmicks, neither elderly villain makes a great first impression.

Still, the Vulture’s story is almost ground-breaking compared to the Tinkerer’s weird-ass debut! I can’t be sure but I’m almost certain this is the first time Spider-Man has ever encountered or dealt with aliens and it’s as jarring as you might think! I have no idea who or what these aliens are, where they come from, or what their capabilities are beyond being advanced enough to mess about with radios to gather intel ahead of their invasion. It’s heavily implied that the Tinkerer is one of their kind in disguise, though this is largely left ambiguous. Still, he’s certainly in league with them, providing them more radios to set up as surveillance devices. The alien plot is so out of left field it’s almost comical and the way the story just casually breezes past it is laughable, with both Peter and Dr. Cobbwell wondering if they imagined the whole thing. This is certainly a case where these pages would’ve been better served extending the Vulture’s tale. The Tinkerer could’ve easily been looped into the story, working alongside Toomes as an armourer and engineer who designed and maintained his flight suit. This would’ve been far more enjoyable than randomly sticking aliens in there and asking us to accept it and would’ve better positioned as a lackey rather than some alien mastermind. I did like seeing Peter first getting the idea to take pictures for J. Jonah Jameson to profit from his alter ego, and him fashioning his utility belt and using science to defeat the Vulture, but these stories were pretty dire, even for such low-tier Spider-Man villains.  

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy the debut of the Vulture and the Tinkerer? Are you a fan of either villain and, if so, what are some of your favourite moments and stories of theirs? Do you think the aliens were an odd choice for Spider-Man or did you like how crazy they were? Were you surprised to see the Vulture get the drop on Spidey so easily? How are you celebrating the web-slinger today? Drop your thoughts on the Vulture and the Tinkerer in the comments, support me on Ko-Fi, and go check out my other Spider-Man content.

Movie Night: Twins

Released: 9 December 1988
Director: Ivan Reitman
Distributor: Universal Pictures

Budget: $18 million
Box Office: $216.6 million
Rotten Tomatoes Scores: 42% / 40%

Quick Facts:
Born on this day in 1947, Arnold Schwarzenegger defined a genre with his muscular physique and action-packed roles. Director Ivan Reitman gave the Austrian Oak a chance to try some comedy with Twins, which saw him, co-star Danny DeVito, and Reitman cash in when they waved a salary for a percentage of the film’s unexpected financial success. Despite a mixed reception, life-long friendships were formed from the film, though a long-rumoured sequel was cancelled after Reitman’s unfortunate passing.

The Review:
Much of the comedy in Twins naturally focuses on the ludicrous idea that man-mountain Julius Benedict (Arnold Schwarzenegger) could ever be biologically related to squat, dishevelled Vincent Benedict (Danny DeVito). The physical mismatch between Schwarzenegger and DeVito is visually amusing, to say nothing of the characters having strikingly different philosophies and personalities. The Benedicts are not natural twins in the strictest sense, however, but rather the result of a top-secret biological experiment, run by Doctor Mitchell Traven (Nehemiah Persoff), to create the “perfect” human. By taking sperm donations from six mentally and physically fit volunteers, including Granger (Hugh O’Brian), and combining them into a super sperm, Dr. Traven and his associate, Professor Werner (Tony Jay), artificially inseminated Maryanne Benedict (Heather Graham), who successfully birthed a genetically superior child. However, the experiment surprisingly produced a second child, Vincent, whom Dr. Traven derogatorily describes as “all the crap that was left over”. Dr. Traven then separated the twins and lied to Maryanne and told her that her single child died at birth. Vincent went to an orphanage where he caused a fire, seduced a nun, and stole money from their fund before fleeing while Julius was sent to a tropical island with Professor Werner. Professor Werner fostered Julius’s mental and physical progression, moulding him into a kind-hearted and deeply intelligent man with the stature and strength of a demigod. However, isolation meant Julius was “all philosophy and no practise” as all his knowledge came from books rather than real-world experience. Although Professor Werner was honest about Julius’s origins, he chose to wait thirty-five years to tell him about Vincent, inspiring an obsession within the naïve Julius to seek out his twin in Los Angeles and complete himself, convinced that Vincent desperately needed his love and support.

Though shocked to learn of his muscular brother, Vincent soon reaps the benefits of Julius’s influence.

Julius isn’t wrong, either, as Vincent grew up to be little more than a street-smart scam artist and serial adulterer. A scheming, weasely little man, Vincent regularly tosses his parking tickets, steals cars from a parking lot, and peddles presumably stolen wares. Vincent is desperate to pay off the brutish Klane brothers (David Efron, Maury Chaykin, and Tom McCleister) and his shady nature earns him the ire of Marnie Mason (Kelly Preston), the overprotective sister of Vincent’s smitten girlfriend, Linda Mason (Chloe Webb), who adores Vincent despite his untrustworthy nature. When his luck runs out and Vincent is arrested, he’s initially suspicious when the towering Julius visits, assuming he’s an associate of the Klanes, but is equally stunned when Julius reveals they’re twin brothers. Although Julius was expecting someone more physically akin to himself, he immediately accepts and is devoted to Vincent, excitedly sharing his life story and his awe at the big city. Though sceptical, Vincent happily takes advantage of Julius’s kindness and naivety, tricking him into paying his bail and repeatedly trying to ditch him, only to change his opinion when Julius calmly and easily dispatches the Klane brothers. Impressed by Julius’s physical strength and seeing an opportunity, Vincent ropes his newfound brother into helping him steal a Mercedes, deceiving Julius with talk of a charity auction, and teaches Julius the ways of the big city, amazed at his brother’s intelligence. Although he’s aware that his brother is a rather unscrupulous individual, Julius is determined to help however he can, be it paying off Vincent’s debts or driving a stolen car despite never having driven before. Julius is excited to connect with his kin and his enthusiasm eventually breaks through Vincent’s scepticism, especially when Julius reveals key information about the experiment that birthed them. However, Vincent is reluctant to fully accept Julius as his brother as he’s spent his entire life alone and doesn’t want to get burned by opening his heart since he believes he was abandoned at birth.

Vincent’s encouragement and confidence sees Julius learn about the city…and women…

As disgusted as Marnie is by Vincent since she has no time for his lies and conniving ways, she’s immediately struck by the kind Julius, whose muscles and profound empathy contrast with Vincent’s squat stature and falsehoods. Although he clearly returns Marnie’s affections, years of isolation have made Julius shy and inexperienced around women, so he turns to Vincent for help. For all his faults, Vincent is quite the charmer, repurposing love songs as poetry and seducing them with a waltz, which he teaches to Julius in an amusing bonding scene. Vincent’s energetic enthusiasm for their dual hook-up makes Julius uncharacteristically nervous but his brother’s encouragement (and a few beers) helps calms Julius’s worries, and Marnie’s thirst for him soon sees Julius getting some much-needed sexual experience. Linda is besotted with Vincent, forgiving his multiple betrayals, lies, and faults, and falling for his silver tongue. When she sees Vincent packing up to head to New Mexico, she insists on going with him, forcing Vincent to begrudgingly take them all on a road trip with a stop-off to search for their birth mother. Linda’s the only one who knows about the mysterious merchandise in the Mercedes and the only one he confides in that he hopes to cash-in by delivering it to the mysterious and oddly named Beetroot McKinley (Trey Wilson). The Masons are fun inclusions and support their men admirably, dressing up nice to visit a Santa Fe art colony where Dr. Traven says their mother is sequestered and offering support when an artist (Bonnie Bartlet) reveals their mother passed some time prior. Unfortunately, Vincent takes this revelation very badly, throwing a tantrum and chastising himself for opening his mind and heart to the idea of them all being a true family, and ditches them in the middle of New Mexico. It’s Linda who reveals how deep a hole Vincent has gotten himself into and inspires Julius to chase his brother down once more using the amusing twin telepathy the two are shown to share.

The psychotic Webster is annoyed when Vincent cons him out of his $5 million payday.

Vincent gets the score of his life when he boosts the Mercedes as it contains a prototype fuel injector worth billions. Desperate to acquire the device, Beetroot arranges for mercenary Webster (Marshall Bell) to pick up the car and drive it to Houston, Texas for a cool $5 million, only for Webster to be stunned when the car is missing. Webster investigates, gunning down anyone who sees his face as he goes, and learns Vincent stole the car and is planning to deliver it in his place. Although Beetroot is outraged when Vincent (posing as Webster) tries to renegotiate, he’s soon calmed when a shellshocked Vincent accepts the standing offer and barely blinks when he learns that the device is with the wrong man. Webster understands that business is business and appears not to hold a grudge, however he remains hot on Vincent’s trail and tracks him to a remote McKinley facility, where Vincent receives his payoff and Webster callously offs Beetroot. Although Julius intervenes, Vincent reluctantly double back to keep his brother from being shot, exasperated by the conscience the good-natured Julius has fostered in him, leading to an amusing moment where the Benedicts bicker while held at gunpoint by Webster. Webster doesn’t get much screen time but he’s a perfectly acceptable psychopath when he appears. Calm and seemingly reasonable, he thinks nothing of killing those who see his face or leaving the Klane brothers nursing bullet wounds in their ankles. I do wonder if it might’ve been better to slightly rewrite things and have Webster be the Klane patriarch, just to tie all those plot threads together, but he facilitates some amusing moments in the finale while also giving Julius another opportunity to show that he’s just as capable of ending confrontations with his intellect as he is his muscles.

The unlikely twins’ search for their mother sees them complete each other and become a real family.

Twins was a very different role for Arnold Schwarzenegger at the time that showed he’s capable of excellent comedy, especially as a “fish out of water”. Julius is amazed by the big city, by sexy magazines and lingerie, and it’s fun watching him wander about, taking it all in, oblivious to street crime and scams. He’s immediately taken by Vincent and desperately tries to connect with him, even when Vincent drives off and leaves him behind and tries to ditch him to deliver the fuel injector. Danny De Vito is the perfect physical and comedic foil for Schwarzenegger and it’s funny seeing how different they are, with Vincent being a cynical and pessimistic outcast and Julius always seeing the best in people and being unquestionably positive and trusting. Each learn from the other to become more whole but it’s Vincent who has the most to gain from his brother as he reluctantly allows himself to believe there’s a chance they can be reunited with their mother, who didn’t die in birth. Vincent insists on addressing Julius’s wardrobe and questionable social skills and is excited to be a family, only to be crushed when he’s told his mother has died. Yet, Julius’s influences sees Vincent act against his better nature and self-preservation and risk confronting Webster to keep Julius from being shot. Vincent is aghast when Julius insists they return the $5 million, only to profit from the gesture with a $50,000 reward and squirrel away $1 million as recompense. Vincent and Julius use their reward to settle their debts and start a consulting firm and find a new sense of self and happiness with each other than only doubles when the artist they met comes to them in shame, revealing herself to be their mother and finally uniting them as a family with Professor Warner and the Masons, and two new sets of twins!

Final Thoughts:
Twins was a firm favourite of mine as a kid, when I grew up watching a slightly edited version that removed the few instances of swearing. I really enjoyed the physical differences between Julius and Vincent, how incredibly different they were and yet how alike they are, with Schwarzenegger and De Vito utilising similar mannerisms and body language to show that that Benedicts are more alike than they appear. This was a really fun role for Schwarzenegger that gave him a chance to be a bit deeper and more rounded than his action roles. Julis is deeply empathetic and philosophical and incredibly intelligent, using violence as a last resort and impressing with his kind heart and enthusiasm as much as his muscles. De Vito steals the show as Vincent, however, being a loud, arrogant, outspoken conman whose heart is melted by his brother’s good nature. While Webster and some of the fuel injector subplot isn’t very developed, it’s largely secondary and simply here as a reason to get the twins on the road and learning rom each other. It works for what it is, which Vincent being clueless about what the device is and interested only in the money and Webster being exasperated that this small-time crook has scammed him out of $5 million. Twins is a great, feel-good film to put on in the early afternoon or mid-evening and just have a fun time, laughing at Vincent’s shenanigans and Julius’s naivety and joining the two on their emotional journey to become a proper family. It’s a great showcase for Arnold’s acting range and still holds up today, so it’s an easy recommendation from me.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you enjoy Twins? Did you like seeing Arnold in a more comedic role? What did you think to the differences and similarities between the Benedicts? Were you invested in the fuel injector sub-plot? Are you disappointed that we never got a sequel? How are you celebrating Schwarzenegger’s birthday today and what’s your favourite Schwarzenegger film? Whatever you think, go ahead and leave your thoughts below, support the site on Ko-Fi, and check out my other Schwarzenegger content on the site.

Game Corner [Kirby Month]: Kirby’s Return to Dream Land Deluxe (Nintendo Switch)


Created by Masahiro Sakurai, the disgustingly cute, ever-ravenous Kirby is one of Nintendo’s most popular characters. Accordingly, I’m dedicating most of July to celebrating the pink puff-ball.


Released: 24 February 2023
Originally Released: 24 October 2011
Developer: HAL Laboratory / Vanpool

Original Developer: HAL Laboratory
Metacritic Scores: 79% / 8.6
Also Available For: Nintendo Wii (Original Release); Nintendo Switch 2 (Deluxe Version)

Quick Facts:
Return to Dream Land initially began as a GameCube title and quasi-sequel to Kirby 64: The Crystal Shards (HAL Laboratory, 2000), before development stalled and shifted to the Nintendo Wii. Widely praised for its fun gameplay and colourful visuals, the game was remade (with additional abilities and modes) for the Nintendo Switch in 2023 to similarly positive reviews.

Gameplay and Power-Ups:
Kirby’s Return to Dream Land Deluxe is a 2.5D action platformer for up to four players, though your single player game is sadly limited to the titular pink puffball. This adventure sees Kirby and his friends journeying to five initial levels (called “Worlds”) with up to six Stages each (including a dedicated boss stage) to help the mysterious magician Magolor repair his ship, the Lor Starcutter. Once done, Magolor takes Kirby and the others to his home world, Halcandra, to challenge the final two, far tougher Worlds and battle the true final boss. Players enter Worlds and Stages via a world map, hopping between each on a Warp Star and entering Stages through doors like previous 2D Kirby titles, with each Stage unlocking as you progress. All of Kirby’s usual abilities return, with the game offering two control setups. I chose “Type A”, which maps Kirby’s swallow and attacks to B and his jump and indefinite float to A. Players can perform a slide attack by pressing down and A, press down after swallowing an enemy to acquire their abilities, and hold Y to discard an ability (which is also forced from you if you take too much damage). Kirby gets special items that are mapped to X, allowing him to restore health or switch abilities on the fly, and players can hold any shoulder trigger to guard against attacks. You can dash by double-tapping left or right, grab food and drink to replenish your health, and collect either 1-ups or 100 coloured Point Stars for extra lives. The Invincible Candy also returns to make you temporarily invulnerable and four new items make their debut: the balloon bomb (which inflates and threatens to explode the longer you hold it), candle (which lights up dark caves), the Prism Shield (which protects against falling enemies and hazards), and the Stomper Boot (which lets you safely pass over spikes and bounce off enemies and hazards).

Team up with friends to use Kirby’s new abilities and impressive, destructive Super Abilities,

Kirby has a new ability here: the Super Inhale, executed by holding B, which sucks up giant enemies or blocks and spits out a massive projectile that’s perfect for clearing a path when being chased by a Dimension Wall in the optional Dimension Rift areas. Kirby also gains limited, but extremely powerful, Super Abilities by defeating or consuming super enemies. These obliterate any enemies and even destroy the environment and hazards and are essential for accessing the Dimension Rifts, obstacle courses where you’re chased by an energy wall and must rely only on Kirby’s basic abilities (until you reach the resident Sphere Doomer/s). You must wiggle the left stick to charge the Grand Hammer and smash blocks or shunt power lines into position, tap B to plough through enemies and obstacles with Snow Bowl, and occasionally wiggle the left stick to deliver a killing blow with Ultra Sword. Kirby also acquires three new copy abilities not present in the original game. Mecha is easily one of the best as it gifts you a little mecha suit to fire mortars, a single or charged beam, drop mines, rush in with a flaming punch, and greatly boosts your flight. Festival sees Kirby perform a dance to turn enemies into Point Stars while Sand is one of the most useful against bosses as you can rapidly kick up sand and damage enemies with a twister-like sandstorm. Classic abilities like the Cutter, Stone, and Sword all return, with added combos and functions (such as holding up to charge a sword beam). Fire lights fuses and melts ice blocks, while Ice and Water douse flaming blocks and the latter slows you to surf over lava. Spark protects you with an electrical shield and summons lightning bolts, Beam sees you attack with a magic wand that passes through blocks, and Bomb blows up certain blocks to clear a path. You can wall jump and toss kunai with Ninja, attack underwater with Spear, and clear away all enemies with Mike. Sleep is generally placed to mess up your run as it forces Kirby to take a nap, while Whip lets you snag items through blocks and Hammer smashes certain switches. Additionally, Energy Spheres will unlock rooms on the Lor Starcutter to switch abilities between Stages.

Each colourful Stage offers some fun challenges and gameplay variety.

Kirby’s adventure is littered with familiar platforming challenges, from moving and temporary platforms, to outrunning boulders, dodging giant cannons in the foreground and background, and being blasted along by wind or rushing water. Sometimes, Kirby must illuminate dark caves or utilise an Invisibility Stone to become intangible; others, he must carry keys to doors for goodies, stunting his ability to fight back. Kirby must grab or hit switches to progress, sometimes needing copy or Super Ability to pass through barriers or doors, and utilises ladders, doors, and floating platforms to progress. Lava bursts from the floor, Kirby slips on ice, spiked walls, ceilings, and floor increase as you progress, and there are many crushing hazards to avoid. Kirby must also watch out for giant mallets, conveyer belts, and avoid the many bottomless pits, though players can earn additional Point Stars by tapping A at the right time in the Goal Game after every Stage. You utilise automated and manual cannons to blast about, sometimes timing button presses to avoid being crushed, swim in waterfalls and pass through walls to reach goodies, and race enemies to acquire their key before they fall off the level. You’ll float or Hi-Jump up narrow shafts, descend with Parasol or on a lift, avoid spiked pistons and duck under platforms when the ceiling drops, and reshape the environment with levers. “White Wafers” sees you dodging spiked wheels and rolling ice balls and tossing Balloon Bombs to movable blocks, and has a door maze inside a frozen palace. Flaming balls float about and slowly rain like meteors in “Dangerous Dinner”, “Nutty Noon” has you scaling a tower inside and out, and “Another Dimension” offers a sidescrolling shooter-‘em-up section where you spit or charge fireballs, dash through narrow gaps, and blast enemies after allying with Landia, a multi-headed dragon.

Presentation:
Return to Dream Land Deluxe is an absolute joy to look at. Everything about the game pops with vibrant colours and sickeningly cute visuals, with Kirby swinging his arms when idle, adopting new forms with each copy ability, and even donning masks after meeting certain conditions. The game greatly benefits from the polish of modern hardware to iron out the rough edges of Kirby 64 and expand the environments, with the backgrounds being full of little details like raging volcanoes, blizzards, rainbows, and floating islands. The foreground also impresses as plants gift Point Stars or health items as you pass and can be interacted with in different ways, from cutting ropes to lower platforms to destroying cliffsides and plugging volcanoes with your Super Ability. Kirby looks squishier than ever, crying when hit or dying and performing his little victory dance after defeating a boss, and the game wisely uses the in-game graphics and speech bubbles to tell its story. This is peppered with some storybook-like moments to show Magolor’s plight and eventual heel turn, though the story largely takes a backseat, as you’d expect from a Kirby game. The music is suitably jaunty and whimsical, but nothing really struck me as particularly memorable. I did like the ominous atmosphere in the Dimensional Rifts, which take place in a swirling, cosmic void and constantly have you on edge as the Dimensional Wall threatens to crush you. The game also performs extremely well, with no noticeable slowdown even with all the colourful enemies and massive hazards respawning and filling the screen. While the world map is a bit basic, it’s fairly lively as a Waddle Dee appears to provide wares and you’re often asked to jump, fly, or swim about to access each Stage. There are some fun effects with the Super Abilities, too, like enemies smashing into the screen, and little touches like Waddle Dees swinging on ropes, Halcandra Dees on treadmills or conveyer belts, and ancient ruins and giant mini bosses spawning to gift copy abilities you need to access hidden doors or goodies.

This vibrant, whimsical adventure may be the best Kirby game I’ve ever played.

Return to Dream Land Deluxe sticks very closely to the usual Kirby playbook when it comes to its Worlds, emphasising vibrant, cartoonish environments and whimsical, fantastical locations rather than complicating Kirby’s tried-and-tested gameplay. Thus, players explore the plains and treetops of “Cookie Country”, hopping about inside giant tree trunks and to wooden platforms above a dense forest, explore desert ruins and ancient pyramids in “Raisin Ruins”, marvelling at the sand geysers and running from rolling boulders, and explore coral caves in “Onion Ocean”, a tropical beach littered with dangerous palm trees and piers and featuring a calypso soundtrack. “White Wafers” sees you slipping about on ice as snow falls and an aurora borealis glitters overhead, with you traversing a frigid mountaintop and ice palace, while “Nutty Noon” is a series of floating islands high in the sky that includes fluffy cloud platforms, wind currents, and a gigantic stone tower. Halcandra offers the game’s toughest Worlds and most unique visuals, with “Egg Engines” being a massive, hazardous factory full of conveyor belts, crushing hazards, giant mallets and cannons, and pistons. “Dangerous Dinner” sees you traversing an active volcano, dodging lava plumes, magma balls, and surfing over lava as cinders waft on the breeze. “Another Dimension” and the finale see you traversing a surreal, cosmic environment much like the Dimensional Rift areas, one full of flaming hot, crushing obstacles, meteors, and gigantic crystalline balls that fill the screen and a hypnotic intergalactic kaleidoscope looms in the background. Some Worlds have more Stages than others to help ease you into the challenge, some offer more rewards than others, and some mix and match gimmicks from other areas, especially at the end when the game throws everything at you. It never feels cheap or unfair, though, as the game is very generous with health and lives, though you must be on your toes in the endgame as things can get very hectic, especially in the Dimensional Rift areas where you’re given less time to make jumps or clear a path.

Enemies and Bosses:
Unsurprisingly, most of Kirby’s long-time enemies return in this gorgeous adventure. Waddle Dees and Waddle Doos wander about firing beams from their eyes or floating on parasols but also have giant armoured variants and stitched together puppets that spew three of them upon defeat, alongside a super variant that holds the Flare Beam. Shotzos continue to fill the screen with cannonballs, Bronto Burts flitter about in the sky, Broom Hatters sweep the floor, and Sir Kibbles swing their swords in a slashing combo. Chillys emit a freezing blast, Knuckle Joes unleash a flurry of punches, Poppy Bros. Jrs toss bombs, and Sparkys try to fry you. Tootlebams attack with confetti, sentient swords and bows often protect Point Stars and 1-ups, Mumbies and Scarfys relentlessly pursue you, Barracu and large, voracious enemies burst from walls, lava, and water to chomp down on you, and Mechamechs hover about firing mortars or a charged beam. Owlgufs toss razor-sharp feathers, Hot Heads breathe fire, Crabys attack from the seabed by extending their claws, Comos descend on spindly webs, and Babuts drain your health bar. Giant variations of some enemies often block your path but they’re easily swallowed and turned into massive projectiles, and the super variants didn’t seem to be any tougher than their regular versions, though they do yield Super Abilities to get you into Dimensional Rifts. Enemies constantly respawn as you move offscreen so you can backtrack for different copy abilities, if necessary. They also sometimes drop health items and swarm in groups, either falling from above after you destroy a bomb block, littering the narrow tunnels as you run from boulders, or floating up as you descend in an elevator.

While many mini bosses appear, none are more persistent than the Sphere Doomers.

A whole bunch of brand-new mini bosses offer a mid-Stage challenge and yield a copy ability to access optional areas. Bonkers is the sole returning mini boss and once again wields a massive hammer that he twirls around and swings in between slowly leaping about, tossing explosive coconuts, and charging across the arena. His super variant follows the same pattern but gifts the Grand Hammer upon defeat, but attacks much faster. Dubior is a UFO-like enemy that teleports about, fires a lightning bolt, spawns miniature copies, fires electrical orbs, and rushes at high speed. Gigant Edge is a heavily armoured knight who hides behind a massive shield and swings a huge sword that can emit a shockwave projectile. Kibble Blade is similarly armoured but attacks with a large boomerang-like projectile that curves upwards, rams into you, tosses his boomerang from mid-air, and tricks you by throwing it in the opposite direction. King Doo is a gigantic Waddle Doo who fires a beam whip from his massive eye, charges up a beam projectile, and fires it while jumping about, too. Moundo simply tries to crush you by leaping up, riding a whirlwind, and twirling across the frozen floor to shrug off your attacks. Like their smaller cousins, the Water Galboros spit water in an arc and a spray and slide about on a water wave, alongside firing simultaneous water projectiles. You sometimes fight two mini bosses at once, which can be quite a challenge, and eventually decimate them with Ultra Sword in the endgame. The Sphere Doomers are the most persistent mini boss, however, as at least one is fought in every Dimensional Rift area. These bat-like creatures fly and dart about, conjure energy balls, fly in like a missile from the background, and charge across the screen. Battling them is made tougher by increasing environmental hazards, such as pits, water, and lava, though the Sand ability made short work of them in my experience.

Massive, bizarre bosses offer just the right level of challenge.

There are also six all-new bosses, with only Whispy Woods returning from previous games, though all have a “pinch” mode where they get faster and stronger and are made much tougher when battling their “EX” variants in the game’s harder “Extra” mode. As ever, Whispy Woods drops apples or enemies from its leaves and spits cloud puffs, but it can also inhale and eat you and spawn spiked roots. The genie-like Mister Dooter mainly attacks by tossing skulls or bombs or by trying to crush you with a butt stomp. Mr. Dooter also leaps higher using a tornado and bounces about on low health and boasts a flaming punch combo. Fat Puffer can pose quite a challenge as it barrels around as a massive rolling ball that’s difficult to avoid and tries to squash you, spits out water blobs and largely harmless enemies, and causes stalactites to rain from the cave ceiling. It can also fire a massive water geyser and doubles in size after losing half its health. The ape-like Goriath is a tricky target to hit as it leaps between walls, tosses snowballs from above, throws punches using its stretchy arms, and blasts out a spread of fireballs. It also attacks the ground to drop you to lower levels, ricochets about in a rage, and dive bombs at you as you’re busy avoiding its spiked projectiles. You eventually battle the Grand Doomer, a far larger version that also attacks with energy spheres. The Grand Doomer can teleport, fly out from one of four dimensional rifts, and bite down on you from a puddle. It also fires homing shots and fires a rapid slew of spheres from one side to the other before encasing itself in armour, forcing you to swallow a super enemy and chip away at its shield with Ultra Sword.

The multi-phase final bosses offer the greatest challenge as you’re bombarded by colourful attacks.

In “Egg Engines”, players battle the Metal General, a shark-like robot that rapidly attacks with a  cyber-katana, fires electrical darts, and spins its laser blade like a propeller. The Metal General also spits homing missiles or a massive rocket, which it also flies to attack from the background or from above, briefly covering the arena with flames. The Metal General also drops mines, spawns minions, and tries to dive bomb you, making it a formidable boss. Initially positioned as the main antagonist, Landia is a multi-headed dragon who hovers above and spits fireballs, dive bombs, and whips up a damaging wind. He also performs a tail whip attack, breathes fire, and sends fireballs across the ground. Eventually, he splits into four dragons who each spit fireballs down at you and conjure a criss-cross energy beam that can be difficult to avoid. They also play volleyball with their fireballs and eventually reform, but the Sand ability should decimate them before that happens. Landia then aids you against the Lor Starcutter, which rapidly fires single and spread shots, sends blades at you, launches energy sphere charges, and fires a massive energy cannon, later spinning around to increase the danger, though your charged shot will make short work of it. Magolor then takes the spotlight as the final boss in a two-stage battle that sees your health carry over between phases. In the first phase, Magolor teleports about, launches destructible orbs, conjures spikes, and throws fireballs from the background. He also creates a star-shaped black hole that you must avoid being sucked into or else you’ll be pummelled, fills the screen with a massive energy blast, and protects himself with armour, forcing you to use various Super Abilities to finish the phase. In his final form, Magolor is even more aggressive, conjuring rifts, spikes, a faster and greater spread of orbs, blasting between two portals, and eventually attacking with bastardised versions of Super Abilities.

Additional Features:
There are 120 gear-shaped Energy Spheres to collect, with two awarded each time to defeat a Sphere Doomer, some hidden behind special doors and challenges, and others requiring precision platforming, exploration, or Super Abilities to find. These unlock rooms on the Lor Starcutter where you can freely pick from any copy ability, tackle timed challenges for each copy ability, or play mini games. The ability challenges see you racing to the exit collecting coins for points, being awarded a bonus for each enemy you kill and losing points when you take a hit, all to gain a gold, silver, or bronze medal and add to your overall completion percentage. The mini games are modelled after Kirby Super Star (HAL Laboratory, 1996) and see you timing button presses to attack enemies in “Samauri Kirby”, cracking the planet’s core in “Crackity Hack”, and playing in a shooting range, catching eggs, or colouring lines on a checkerboard to drop enemies to their doom. These games are also played in Merry Magoland, a theme park environment eventually populated by bosses and other NPCs and where the Stamp Tickets you collect in each Stage award items to use and masks to wear. As you progress, you’ll unlock music to listen to and cutscenes to watch; you can also read up on some of Kirby’s past adventures. A boss gauntlet is also unlocked, which sees you battle each boss in consecutive fights with limited health-restoring items and copy abilities offered between rounds.

Play mini games battle bosses, or take Magolor on a quest to regain his magic in a fun epilogue.

Clearing the game unlocks “Extra” mode, which halves your health and the value of Point Stars, and presents a much more challenging version of the main story. In this mode, enemies and hazards are tougher and bosses gain new aggressive “EX” versions that sport new colour palettes and have new forms, such as the Metal General linking up with the HR-D3 mech suit. Clearing the main story also unlocks “Magolor Epilogue: The Interdimensional Traveler”, an additional, post-game story where you guide Magolor across twenty remixed stages within the fragmented Another Dimension to regain his magical powers. Unlike Kirby, Magolor cannot inhale, float, or copy enemy abilities. Instead, he briefly levitates with A, fires Magic Spheres with B (eventually charging a longer, stronger beam and his powerful Magolor Cannon), and drops bombs with down and B. Magolor must defeat enemies, building combos for Magic Orbs, which upgrade his abilities. New ones are also unlocked, allowing Magolor to spawn spikes, pass through certain walls, extend his health bar and attack range, and unleash more powerful attacks to clear away enemies and obstacles. Magolor quests for five Fruit Fragments, which are earned by defeating remixed versions of some of the main game’s bosses. Mr. Dooter now sports electrical attacks and can teleport using his magician’s hat, Fat Puffer becomes Fiery Puffer and attacks using flames rather than water, Goriath becomes Hydriath and adds splash damage to his attacks, flinging bubbles rather than fireballs and dropping water rather than rocks, and Magolor battles a flock of Raging Doomers who swoop about and leave behind explosive clouds. Eventually, Magolor battles the Crowned Doomer in a tricky two-phase battle that sees it launching electrical spheres, firing a laser beam barrage, dropping bombs, attacking from portals, and even summoning Raging Doomers! Once it’s beaten, Magolor battles the Master Crown, a gigantic, sentient tree that fires its roots through portals, spawns large explosive apples, fires a sweeping laser from its eye, summons minions, and comes crashing into the area before finally being defeated with the Ultra Sword.

Final Thoughts:
I had a lot of fun with Kirby’s Return to Dream Land Deluxe, which beautifully translates the best of Kirby’s 2D adventures into a colourful and enjoyable 2.5D romp. The game was endlessly enjoyable to play, offering colourful visuals and a bunch of super fun copy abilities to keep you busy, with the Super Abilities added a bit of extra oompf to the gameplay and offering an optional challenge for completionists. While it would’ve been nice to see the Worlds deviate from the usual Kirby formula, the sheer variety on offer more than made up for it as there’s a lot to see and do between the various game modes and mini games. I imagine the game is a lot of fun in co-op, and was disappointed that I couldn’t play as Meta Knight, but this didn’t drag the experience down for me. Bosses were big and progressively challenging and the game had a picture-perfect difficulty curve, gradually increasing the challenge as you progress to the endgame and offering a harder mode to those who’ve mastered the base game. I really enjoyed Magolor’s epilogue, too, which offered a unique twist on the usual Kirby gameplay and nicely remixed the bosses. I’d go as far as to say that this is the best Kirby game I’ve played so far; it’s so adorably charming and a joy to pick up and play in short bursts. I was perfectly happy to go back and search for missing Energy Spheres to unlock new mini games and masks, enjoyed testing myself in “The Arena”, and went out of my way to challenge every aspect of Magolor’s epilogue to fully power him up ahead of the final boss. Honestly, I think the only things that hold this back are the reliance eon a traditional life system and not letting you play as other characters outside of co-op. Otherwise, Kirby’s Return to Dream Land Deluxe is a beautiful, whimsical adventure that was a pleasure to experience and I’d highly recommend to Kirby fans old and new.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you also enjoy Kirby’s Return to Dream Land Deluxe? Which of the new modes and features was your favourite compared to the Nintendo Wii version? Were you also disappointed that you were restricted to Kirby in solo mode? Which of the bosses and Super Abilities was your favourite and did you ever find all the Energy Spheres? Did you enjoy Magolor’s epilogue and ever clear the “Extra” mode? Which Kirby videogame is your favourite? Comment below with your thoughts on Kirby’s Return to Dream Land Deluxe and support me on Ko-Fi for more reviews like this.

Game Corner [Kirby Month]: Kirby and the Forgotten Land (Nintendo Switch)


Created by Masahiro Sakurai, the disgustingly cute, ever-ravenous Kirby is one of Nintendo’s most popular characters. Accordingly, I’m dedicating most of July to celebrating the pink puff-ball.


Released: 25 March 2022
Developer: HAL Laboratory

Metacritic Scores: 85% / 8.8
Also Available For: Nintendo Switch 2

Quick Facts:
Conceived as a new phase for the popular pink puffball, Kirby and the Forgotten Land sought to properly translate Kirby into 3D, dropping him into a user-friendly, semi-open world that expanded his scope and abilities. A best seller heralded as one of the best games in the series, Kirby and the Forgotten Land was later bolstered by an enhanced Nintendo Switch 2 remaster.

Gameplay and Power-Ups:
Kirby and the Forgotten Land is a fully 3D, quasi-open-world adventure in which the titular pink puffball and his friend, Bandana Waddle Dee, are sucked through a mysterious star-shaped vortex to the equally titular “Forgotten Land”. Players must guide Kirby (and Bandana Waddle Dee, if playing in co-op) across seven Levels, each with either five or six Stages, saving Waddle Dees, collecting Star Coins and Rare Stones, and battling the possessed Beast Pack. There are two control types to choose from, with minor differences between the two, and players can enable an auto-swallow function. For my playthrough, I jumped with A (tapping it to inflate and float around, though you eventually descend), inhaled by holding B, and performed a ground slide by pressing down on the left stick and A (though I had little use for this). You can either swallow enemies or spit them (and blocks) out as star projectiles with B and can reduce incoming damage by holding L or R to block. If you’ve swallowed an enemy and gained a copy ability, you can hold Y or press – to discard it and can utilise any restorative items you’ve bought by holding X. Kirby’s health is restored using various foods and drinks either found in Stages or bought from the Waddle Dee’s item shop in Waddle Dee Town, a semi-hub area accessed from the world map and Kirby also has a house here where you can rest to recover health. The Invincible Candy also returns to briefly make enemies and hazards a breeze, and you won’t have to worry about losing or gaining lives here. Still, failing costs you some Star Coins, so it’s not ideal (especially as you want to spend these upgrading Kirby’s copy abilities). As you rescue Waddle Dees, Waddle Dee Town expands, opening new establishments and areas that offer various mini games to earn additional Star Coins.

Kirby must use copy abilities old and new to rescue Waddle Dees in a strange, vibrant land.

There are twelve copy abilities here. Though only Drill and Ranger are new, each has been tweaked compared to Kirby’s previous adventures and they can all be upgraded at the weapons shop (providing you have enough Star Coins, Rare Stones, and the right blueprints). Drill lets Kirby burrow underground and pop out to surprise enemies, while Ranger sees him fire a gun, holding down B to charge a shot that travels further and locks onto a target. Some of Kirby’s most recognisable copy abilities appear, such as Bomb (which sees you tossing bombs to blow up special blocks), Fire (which melts ice), Hammer (used to hit switches), and Ice (which thaws flaming blocks and allows Kirby to skate over lava). Cutter tosses a boomerang-like projectile and performs a melee combo, Needle sees you gather enemies and blocks and fling them as projectiles, Sword slices up those in your path, and Tornado blasts you across gaps and hazards for some extra height. Sleep is largely a hindrance, but all of these can be upgraded to make them more powerful. For example, “Dragon Fire” adds a flaming, dragon-like burst attack to your arsenal, “Masked Hammer” sees you dual-wield hammers that spew flaming tornados, “Meta Knight Sword” tosses an energy wave, and “Storm Tornado” fires lightning bolts. Each copy ability gets its own “Treasure Road” stage where you’re forced to use that copy ability to overcome a timed obstacle course, often involving tricky platforming and various combat scenarios, to earn a Rare Stone, with more unlocking as you clear Stages and upgrade copy abilities. While all of these are bestowed by certain enemies, Kirby sometimes comes across ability capsules (especially prior to a boss) and others are gained by defeating mid-bosses. As a general rule, if you see a certain enemy nearby, chances are you need their copy ability to rescue hidden Waddle Dees or access additional paths.

Kirby’s bizarre new Mouthful abilities and mini games earn him additional bonuses.

Kirby’s inherent swallowing ability is expanded upon here, allowing him to suck up certain objects and take on new “Mouthful” forms. These last for as long as you need, with the game prompting you to discard them when you’re done, and are used to solve simple puzzles. Car Mouth transforms you into a car, allowing you to dash with B and challenging you to race along narrow or crumbling roads and over ramps. Cone Mouth performs a drop attack to smash broken tiles and pipes or defeat Tortuildings, and Dome Mouth allows you to wriggle the left stick to pop off spheres and access goodies. The Light-Bulb Mouth lights up dark areas, powering consoles and attracting Ghost Gordos, Pipe Mouth sees you roll along and usually crash through cracked walls, and Scissor-Lift Mouth has you raise and avoid obstacles and reach higher areas. Storage Mouth has you wriggle the left stick to collapse walls, Vending Mouth has you blasting enemies and weak walls with a limited supply of canned drinks, and Water-Balloon Mouth transforms you into a massive, bulbous form that spits a limited supply of water to douse fires and clear toxic gunk. Arch Mouth sees you flying along a fixed path, dashing through rings and past falling obstacles to snag collectibles and hidden Waddle Dees, Coaster Mouth has you leaning left or right as you’re blasted along a high-speed rollercoaster track, and Ring Mouth lets you blast enemies and windmills with a puff of air and also propel boats. Mouthful abilities can’t be upgraded but you often switch between different ones to fill in shape holes in the environment, open new areas, or uncover hidden Waddle Dees. You can return to Waddle Town at any time from the world map to heal, play mini games (such as fishing and serving customers), or tackle various challenges at the colosseum. Here, you grab a copy ability and rematch the game’s mid-bosses and bosses, using a limited supply of healing items between rounds and earning goodies and even new copy abilities as you go. You can also replay any Stage or Treasure Round to find missing Waddle Dees or earn Rare Stones and extra Star Coins.

New abilities means new puzzles, which are a joy to tackle with the smooth controls and colourful graphics.

Thankfully (for me), Kirby and the Forgotten Land isn’t a sprawling, open-world adventure. Stages are larger than ever and allow for some exploration, generally by hitting bomb blocks or sparkling tiles or performing certain actions, but everything’s mostly nice and linear. You’ll hop to platforms, climb ladders, activate switches, travel to other areas of each Stage on Warp Stars, and enter doors to progress. Sometimes, you’re forced to battle waves of enemies or a mid-boss to progress; other times, you need a Mouthful ability. Your goal is to rescue every Waddle Dee in every Stage by clearing the Stage and completing missions, like eating certain foods, removing wanted posters, collecting five green gems, or bringing lost ducklings to their mother. You must race against a time limit with Car Mouth, take certain paths with Arch Mouth, activate all windmills with Ring Mouth, or shoot certain targets with Ranger. It pays to explore down alleyways or around the environment to locate hidden areas or Waddle Dees, especially as you can’t backtrack once you’ve progressed and you need a certain amount of Waddle Dees to challenge the Level boss. You can rescue additional Waddle Dees while fighting bosses, generally by beating them in time, using a certain copy ability, or avoiding damage. Other hazards include spike beds, bottomless pits, indestructible spiked Gorgos, massive cannons, falling meteors, lava pits, and rolling boulders. Temporary or moving platforms, the odd door maze, and conveyer belts also appear. Amusement park rides and animatronics must be avoided, slippery ice can cause you trouble, and powerful wind gusts and rapids will push you along. Interestingly, there are no underwater areas in Kirby and the Forgotten Land and no jaunts into the clouds, though you can uncover goodies by blasting away sand and light fuses to race into cannons and blast to new areas.

Presentation:
I feel like I say this every time, but Kirby has never looked better than in Kirby and the Forgotten Land. While his idle animations are limited to him simply swinging his arms and looking around, you can use the directional pad to perform additional taunts, which change when you have a Mouthful ability. Kirby changes form with each copy and Mouthful ability, gaining additional accessories and changing shape in often amusing ways, and will squeal in pain when hit. After taking enough damage (sometimes just one hit), Kirby loses his copy ability and must swallow it to regain it, and he performs his adorable victory dance upon completing Levels and defeating bosses. Although Kirby doesn’t talk, he conveys emotion through facial expressions and body language and the pixie-like Elfilin acts las his voice during cutscenes. It’s fun seeing Waddle Dee Town expand as you rescue its inhabitants, with them building new buildings and offering additional mini games and support, and there are many interactable areas on the world map to uncover new Treasure Roads or hidden Star Coins. You can chat with Waddle Dees here for hints and lore and defeated bosses like Clawroline and King Dedede also show up with extra quests or blueprints. The story is so simple that it requires basically no dialogue and is delivered through the best cutscenes the series has ever seen, which take full advantage of the Nintendo Switch to finally bring Kirby’s colourful whimsy to life in glorious 3D. The soundtrack is equally laudable, featuring remixes of many classic Kirby tunes and new songs (or ambient sound) that fit each area. The game follows a simple mission-like structure, presenting Stages each with a handful of areas and objectives and various hidden areas. It’s fun replaying Stages to track down missing Waddle Dees, sometimes using new or upgraded copy abilities, and the game makes it really easy to see which collectibles you’re missing and allowing you to quickly jump to incomplete Stages from the user friendly (if a tad bland) world map.

Probably the most impressive looking Kirby game to date, the visual variety and presentation is astounding.

Surprisingly, Kirby and the Forgotten Land provides some new environments, ones that are familiar but unique enough to stand out from previous games. You start in “Natural Plains”, which is a once-bustling cityscape overrun by nature. You’ll encounter roads, buildings, and skyscrapers reclaimed by nature and venture into the abandoned, maze-like Alivel Mall, where restaurants and other businesses stand as forgotten as the once-impressing towering structures. “Everbay Coast” starts as a beautiful, tropical island with dazzling water and transitions to an oil rig-like area full of platforms suspended over water and ends in an abandoned waterworks full of fast-flowing water. “Wondaria Remains” was one of the most visually striking areas for me as it’s a neon-drenched fairground full of hazardous rides, space-theme animatronics, an overall circus aesthetic, and even a dark, jump scare-ladened haunted house. “Winter Horns” features a snowed-in city that’s reminiscent of Victorian London and sees you hopping across snowy rooftops and frigid winds blow you about, battling across an icy bridge, and hopping to floating ice platforms amidst a buried village and infrastructure. You even venture into a flash-frozen underground rail station, traversing ice-covered subway trains and jumping about on shipping containers. “Originull Wasteland” is a desert environment beset by a sandstorm, which has buried various mining equipment and ships. The sand dunes are awash with skeletons, debris, toxic gunk, and collapsing girders that you bypass to navigate through a rocky canyon and revisit the Alivel Mall from the opposite side, which is buried under sand. “Redgar Forbidden Lands” is easily the most hazardous Level as it’s essentially an active volcano, with lava and magma all around and meteors raining overhead that destroy the environment. This Level also leads to a churning, bustling power plant full of conveyer belts, crushing presses, and spiked walls and is a far greater threat that the final area, “Lab Discovera”, a futuristic complex that houses the final boss. Every area is remixed both visually and in terms of gameplay mechanics to provide a tougher challenge in the “Isolated Isles: Forgo Dreams” post-game, where darkness and danger permeate the gimmicks of each Level and are mashed together into truncated challenges.

Enemies and Bosses:
Long-time Kirby players will undoubtedly recognise many of the enemies here. Enemies are mostly incredibly basic, either standing still or hovering about, and are easily dispatched or swallowed for copy abilities. Some respawn if you need their copy ability for an upcoming section and you sometimes fight waves of them, but they’re very little threat. Blade Knight, Bronto Burt, Cappy, and Chilly all return, with the former and the latter bestowing two of the best copy abilities, alongside Bomber (which must be destroyed before it explodes), Glunk (which spits projectiles), and Poppy Bros. Jr. (whose bombs are great for clearing paths). Scarfy, Shotzo, Sir Kibble, and Totenga also pop up, with Sir Kibble bestowing the ever-useful Cutter ability and Scarfy aggressively chasing you. Some of the new enemies are noticeably larger than others, such as the sea lion-like Balloon-Meister (who tosses explosive beach balls and bestows the Bomb copy ability), ravenous Gnawcodiles (who swim about and try to devour you), and the Tortuilding and their Big Red variants (giant snapping turtles with buildings on their backs that require the Cone Mouth to smash). The Big Kabus (jumping stone heads), charging Buffahorns, and viper-like Sssnackers are also bigger almost act as mini-mid-bosses. Otherwise, Awoofys charge you, sharpshooting Bernards take shots from afar and hide behind cover, Corori roll snowballs at you, Digguh burrow into the ground to burst up beneath you, hedgehog-like Jabhogs become largely impervious with their spines out, and Rabiroos bound across the environment to try and squash you. It’s not long before combinations of these enemies crop up alongside giant cannons, spike beds, and other hazards, and they’re often called in to support mid-bosses and regular bosses too (which is good, as you can spit them as projectiles if you’ve lost your copy ability).

Imposing mid-bosses provide a suitable mid-level challenge for your fighting prowess.

There are four mid-bosses you’ll encounter numerous times and in various combinations (sometimes one-on-one, sometimes two-on-one or more!) Each has a “pinch” mode, just like the bosses, and defeating them allows you to absorb their special ability (usually necessary for the next section of the Level). Fleurina is the only brand-new mid-boss here, being a large swan who spins around to conjure a damaging twister, chases you while spinning in mid-air, and sends three tornados spinning across the arena. The ape-like Bonkers returns as “Wild Bonkers”, still wielding his giant mallet, which he uses to try and squash you or spins like a dervish. He also uses it to smack giant, explosive rocks at you and performs a jumping, spinning slam to create shockwaves. “Wild Edge” is a variant of Gigant Edge, being a massive, armoured foe with a sword who often hides behind a giant shield, forcing you to attack from behind. Wild Edge attacks with a flurry of sword swipes, charges from across the arena, and gets stunned when you hit his behind. Mister Frosty also gets a “Wild” variant, one who throws massive snowballs, tackles you, and will grab you and chew on you if you’re not careful. Wild Frosty’s snowballs soon leave trials of icicles and he tries to belly flop onto you. All mid-bosses and regular bosses, also receive a “Phantom” variant that’s more aggressive and is fought again in the Waddle Dee Town colosseum. This is also where you battle Meta Knight, Kirby’s enigmatic rival who randomly flies around, quickly slashes with his sword, fires sword beams, and unleashes a powerful charged shot. It’s worth fighting and beating him to upgrade the Sword ability and as this is good practice for the post-game’s final boss.

Massive, multi-phase bosses provide a decent challenge and some fun visuals.

As mentioned, each boss can be beaten in different ways to rescue additional Waddle Dees, which can make them more difficult, much like challenging them with inferior copy abilities. Your first challenge is Gorimondo, a massive ape who squeezes the life out of you if he grabs you, swats you with his big ol’ paws, pulls rocks from the ground to toss, and spins around. Whispy Woods’ tropical cousin, Tropic Woods, is a large but stationary boss who spits puffs of air, drops exploding coconuts, and protects itself with barriers (which also form mazes). Its roots also twist all around the arena, it blows you back, and its “Phantom” variant produces a huge cloud that’s tricky to avoid. Clawroline posed a problem for me as she’s much quicker, dashes in with quick claw swipes, pounces on Kirby, and jumps to the nearby poles to fling her talons and dive bomb you. She also disappears and attacks at random places, and her “Phantom” variant flings an X-shaped energy wave. King Dedede is fought twice in the main game, becoming more aggressive each time. King Dedede swings his giant mallet, tries to butt stomp you (producing shockwaves), performs his running dive attack, spins about with his hammer, and eventually utilises a nearby pillar. In the “Redgar Forbidden Lands”, he has two mallets that produce flaming tornados and leave lava puddles, charges about like a boar, tries to inhale you, and leaps up to hurl fireballs. Sillydillo can be a pain without a ranged attack as it tries to lock you in a little cage, rolls at you with his massive hit box, and tries to pummel you with its little puppet-thing. Penultimate boss Leongar an also be challenging as he’s quite fast considering his size, and very aggressive. He swipes with his claws, drags them across the floor before performing a flaming uppercut, and creates shockwaves with an axehandle smash. When possessed by Fecto Forgo, Leongar gains armour, sends out X- or V-shaped energy waves, crawls across the floor trying to eat you, and blasts a massive laser from his mouth!

Some crazy, hyperaggressive interdimensional beings await in the endgame.

Once Leongar is defeated, you battle the parasite that possessed him, Fecto Forgo, in a tough multi-phase battle. First, Fecto Forgo chases you down a narrow corridor, forcing you to spit projectiles at it (or utilise copy ability projectiles), before absorbing Elfilin and becoming more formidable. In this form, it flies about out of reach tossing energy daggers, divebombing and swiping with its spear, charging across the floor with the weapon, raining energy daggers, and creating multiple shockwaves using portals. It also conjures a meteor shower with an explosive finale, duplicates itself to produce more shockwaves, regenerates its health (!), and increases in speed and aggression. Eventually, Kirby must use Dome Mouth to free Elfilin and then chase down Fecto Elfilis using the Big-Rig Mouthful, jumping between pathways with A, dashing through debris with B, and mashing buttons to finish it off. Tougher, more aggressive “Phantom” variants of all bosses are fought in the “Isolated Isles: Forgo Dreams” post-game, which ends with you battling Forgo Leon (who adds lightning and fire effects to his attacks) and Morpho Knight, a hyperaggressive variant of Meta Knight. The Masked Hammer ability and a Maxim Tomato are recommended for both as Morpho Knight teleports around, rapidly swipes with his sword, produces flaming waves that cover the entire arena, messes up the camera and your controls with a sound wave attack, and produces flaming lines with his sword. His swords get bigger as he takes damage, widening their effect, and he produces flaming columns that spin around and can be as tricky to avoid as he is to hit. Fighting through the colosseum’s “Ultimate Cup Z” sees you battle the super-powerful Chaos Elfilis, a bizarre, half-angelic dimensional being with various forms who duplicates itself, attacks with a spear and energy waves, utilises portals, fires a homing laser, regenerates health, and hurls asteroids and energy orbs.

Additional Features:
There are 300 Waddle Dees to rescue in the main game, which can be played on either “Spring Breeze” (“Easy”) or “Wild (“Normal”) mode, with “Wild” giving you less health and tougher enemies but offering more Star Coins. You can hold up to 999 Rare Stones, which are used alongside Star Coins and the twenty-four blueprints (generally hidden in Stages) to upgrade the copy abilities. You’ll also find Gotcha Capsules in every Stage, often as well hidden as Waddle Dees and blueprints, or obtain them using Gotha Capsule machines in Waddle Dee Town. These gift figurines of the game’s characters, enemies, bosses, and obstacles, and collecting them all adds to your total completion percentage. Rescuing Waddle Dees expands Waddle Dee Town, allowing you to rest at Kirby’s house, watch the game’s cutscenes at the cinema, listen to the soundtrack (as performed by the Deely Dees), and redeem Present Codes at the Waddle Dee-liveries post office. You can also tackle the colosseum and various mini games and extra Star Coins, battling all the game’s bosses (and some additional ones), matching customer orders, pressing buttons to fish for goodies, and playing “Tilt-and-Roll Kirby” using the Nintendo Switch’s motion controls. There are also fifty-six Treasure Road challenges to find and best for Rare Stones (though you’ll need all upgraded copy abilities to access them) and you can also utilise amiibos to unlock additional rewards, like food, items, and Star Coins.

Upgrade your copy abilities, challenge a bleak post-game, or tackle the Nintendo Switch 2’s exclusive story.

Clearing the main story unlocks the “Isolated Isles: Forgo Dreams” post-game, where Clawroline tasks you with tackling seven tougher, truncated versions of the main worlds, with visual changes, remixed hazards and enemies, and far more aggressive “Phantom” versions of bosses. Players must collect pieces of Leon’s soul, with around fifty found in each Stage and 250 of the 300 required to access the final area, “Forgo Land”, and battle Morpho Knight. I quite liked this extra challenge, which added a dark, bleak hue to previously colourful and vibrant environments, though it can be frustrating to miss pieces of Leon’s soul as you must replay the entire stage (including battling the “Phantom” boss) to regain it. If you’re playing the Nintendo Switch 2 version, you can also play through the “Star-Crossed World”, which sees a crystal-encrusted meteor shower create new, remixed versions of the existing Levels. Players collect Starry Coins, EX figures, and rescue Starrys rather than Waddle Dees. There’s also an extra cup added to the colosseum, the “Past Adventures” section has been expanded, alongside various visual changes and upgrades. Crystal variants of many enemies and the mid-bosses populate these worlds, which also offer three new Mouthful abilities: Gear Mouth (to cling to surfaces), Sign Mouth (to slide down slopes and spin attack), and Spring Mouth (to spring higher and ground pound). Kirby has numerous encounters with a new mid-boss in this mode too, Galactal, a crystalline entity that launches meteors, creates shockwaves that spawn crystal spikes, and bursts from the ground. Naturally, there’s a new, even tougher final boss, Genwel Meteonelfilis, who resembles the Fecto Elfilis fight but utilises crystals and is far more aggressive. It emerges from shadows, leaves crystal shards with every attack, emits waves of crystals and rains them down, create clones, and even slams part of a building into the arena!

Final Thoughts:
I was incredibly hesitant heading into Kirby and the Forgotten Land because I thought it was a sprawling open-world adventure, one with a daunting overworld, a laundry list of objectives, and a bunch of collectibles. I was therefore relieved beyond measure to find it’s a linear, level-based adventure very much akin to Kirby’s previous outings, with players tackling each area in sequential order. It was enough for me to have Waddle Dee Town be a central hub that could be expanded, to have fairly large Stages to play through, and to be able to upgrade Kirby’s copy abilities. Visually, Kirby and the Forgotten Land may very well be the best-looking Kirby game ever. Everything is so luscious and vibrant, and everything is so colourful and alive. Crucially, while many areas and gimmicks are recognisable to long-time franchise fans, this was the first time playing a Kirby sequel that I felt the developers were trying something new with the environments. The Mouthful abilities helped with this and added an additional layer of fun to the gameplay and puzzle solving, but the returning copy abilities were also utilised extremely well, and I felt a sense of becoming stronger with each upgrade. It’s very enjoyable dipping in and out of Stages to hunt down any Waddle Dees you’ve missed, as well as challenging the colosseum and post-game content, which felt like a fair difficulty spike after clearing the main game. I would’ve liked to see more from the mini games and the option to play as other characters (or at least transform into them with upgrades), but this was everything I’ve ever wanted from a 3D Kirby title. There’s enough here to keep you busy for a few hours and enough additional content and collectibles to come back for, making this perhaps the best Kirby game I’ve ever played.

My Rating:

Rating: 5 out of 5.

Fantastic

Do you agree that Kirby and the Forgotten Land is one of his best adventures? Were you disappointed or relieved that it wasn’t an open-world game? Which of the Mouthful abilities was your favourite and did you ever upgrade all the copy abilities? Did you ever find all he Waddle Dees and clear the post-game? If you played the Nintendo Switch 2 version, would you say that it’s superior? Which Kirby videogame is your favourite? Comment below to share your thoughts on Kirby and the Forgotten Land and donate to my Ko-Fi for more reviews like this.

Game Corner [Kirby Month]: Kirby & The Amazing Mirror (Nintendo Switch)


Created by Masahiro Sakurai, the disgustingly cute, ever-ravenous Kirby is one of Nintendo’s most popular characters. Accordingly, I’m dedicating most of July to celebrating the pink puff-ball.


Released: 29 September 2023
Originally Released: 15 April 2004
Developer: HAL Laboratory / Flagship / Dimps
Metacritic Scores: 80% / 8.6

Also Available For: Game Boy Advance, Nintendo 3DS (Virtual Console), Nintendo Wii U (Virtual Console), Nintendo Switch 2 (Nintendo Classics)

Quick Facts:
By 2004, Kirby had more than made a name for himself as a Nintendo staple thanks to a string of fun, colourful platformers and spin-off adventures across multiple generations. Kirby & The Amazing Mirror saw him tackle the “Metroidvania” subgenre alongside co-operative multiplayer for what’s said to be one of the franchise’s more under-rated entries.

Gameplay and Power-Ups:
Kirby & The Amazing Mirror is a 2D action/platformer with a heavy emphasis on backtracking, alternative paths, and exploration in which up to four players control different coloured Kirbys and explore the “Mirror World”. When the malevolent Dark Mind invades the Mirror World and creates evil reflections, a dark doppelgänger of Meta Knight splits Kirby into four, dumping them in the Central Circle hub world and tasking them with exploring nine colourful worlds using mirrors. The game is meant to be played in co-op, with your friends exploring different paths and then alerting you to the correct path or notable goodies, such as the Area Map that turns exploration from a largely directionless guessing game to a more linear and more enjoyable experience. All of Kirby’s traditional moves and abilities return here, with players holding B or X to inhale blocks or enemies and spit them out, jumping with A (or tapping A to inflate and fly indefinitely), and performing a downward slide by pressing down and B. When in the air, you press B to expel an air puff or press B when underwater to attack with a water spurt (which replaces any copy abilities Kirby has until he exits the water). Once you’ve inhaled an enemy, you press down to swallow them and gain their powers until you either take damage or press – to ditch the copy ability in favour of another. Kirby replenishes his health with food scattered all around and gains extra lives from 1-ups, with players rushing about on a Warp Star upon reaching a goal to stock up on these goodies. Pressing + provides a quick explanation of whatever copy ability you have and allows you to view the map of the current area, if available, to plot out a route towards Warp Stars, goals, and the level boss.

Kirby’s new and returning abilities co-exist with a sadly underutilised co-op mode.

There are twenty-six copy abilities, six of which are new. Returning copy abilities include the ever-useful Sword and Cutter (allowing you to rapidly slash enemies and toss a boomerang-like projectile, respectively), Stone and Bomb (allowing you to crush and blow-up enemies and blocks), and Hammer and Ice (necessary to smash wooden blocks and access other paths or freeze enemies, respectively). You’ll need Burning or Fire to light fuses and blast off in certain cannons or break through special blocks, the new Mini ability to pass through tiny gaps (at the cost of having a stunted jump and no flight), and can cook any nearby enemies into food and 1-ups using the Cook ability or destroy them all with the one-use Crash. Cupid lets you fly faster and shoot (and charge) arrows, Magic bestows a random copy ability or power-up, and Missile transforms you into a heavy-duty missile to destroy metal blocks. By far the best copy ability is Smash, which gifts Kirby his moveset form Super Smash Bros. (HAL Laboratory, 1999) and combines multiple copy abilities into one so you can rapidly punch, perform the Final Cutter, turn to stone, swing your hammer, and perform a mid-air cartwheel. This was my go-to ability until the endgame, where you gain the Almighty Sword that has you charge a sword beam and perform thrusts and spinning charges. Kirby also becomes temporarily invincible with a special candy and can call his allies for aid using the Right Trigger (or exit the level by holding the Left trigger). You’ll need batteries for your cell phone to do this, but the other Kirbys also gain copy abilities from their adventure and can help with puzzles or to decimate mini- and main bosses alike. Thankfully, I never experienced a section of the game that required the other Kirbys; they can help with timed door switches, but you can also just move your ass faster to do the same thing. I assume the game’s quite fun in multiplayer with each player exploring different routes, but it’s not a requirement as you can either guess your warp to the Area Map or shortcut switch or boss or use online maps to find your way (which I’d highly recommend).

Players will explore and return to gimmicked areas in search of new paths and bosses.

All the usual Kirby gimmicks are still here. You’ll explore underwater caves, castles in the clouds, and slip about on icy platforms. Rapids rush you along through water, wind currents blast you upwards or along, and spikes are dotted all over some environments (often hiding beneath crumbling blocks!) Platforms get smaller and smaller as you progress and, though you can circumvent this with Kirby’s flight, you must still watch out for airborne enemies. Flame bursts spew from volcanos alongside painful lava, electrical currents threaten to fry you, and you’re tasked with hopping or flying up narrow shafts dodging enemies, falling down shafts and avoiding spikes or bottomless pits, and exploring corridors full of mirrored doors. These are designed to confuse you, especially if you don’t have the Area Map, something only exacerbated by the hidden doors and alternative paths that lead to near-useless end goals or Warp Stars to new areas. Sometimes, you must press switches to open doors; often, you’re destroying bomb blocks to open new paths; and you also time cannon shots to fly through walls or past corridors of spikes. Sometimes, you must activate levers to create shortcuts, and multiple other shortcuts can be spawned, which you’ll need when you inevitably return to find the boss or a route to a new level. Kirby & The Amazing Mirror is played all topsy-turvy, with each level containing multiple routes, exits, or Warp Stars to others so you never play through an entire level from beginning to end. You can (and should) make the game more linear by finding the Area Maps but, even then, you must backtrack through the same areas, defeating respawning enemies as you go, to access new paths (occasionally by using different copy abilities). You’ll be searching all around for these exits, which are sometimes hidden behind special obstacles, behind regular blocks, or even inside the skittish Mirra enemies.

Presentation:
Graphically, Kirby & The Amazing Mirror is a fantastic companion piece to Kirby Super Star (HAL Laboratory, 1996), with Kirby’s sprites and copy ability accessories all largely based on that title. The four Kirby concept is apparent from the start where they rush the company logos while being chased by a gaggle of enemies and their functionality is somewhat similar to the buddy mechanic in Kirby Super Star (Kirby even feeds them to replenish their health), though they’re far less prominent when you’re playing solo. It is fun coming across them as you explore and helping them out of jams, but it’s probably far more enjoyable playing with friends. Kirby doesn’t have much of an idle pose, but he dons special hats and gains extra weapons from his copy abilities, and you can find spray cans to customise his colour, and he still performs his adorable victory dance upon beating bosses. Kirby also yelps in pain like in Super Smash Bros., gets roasted and electrocuted, and automatically dons goggles and a snorkel in water. Oddly, I didn’t notice much of a story here beyond a brief, in-game cinematic of Meta Knight’s encounter with the Mirror World and some basic text at the end. That’s not unexpected from a Kirby title but there weren’t any large sprite portraits or static images to tell the story until the final screen. King Dedede and Kirby’s other allies are also missing, and the game limits you to one hub world, where multiple mirrored doorways lead to each level. Jaunty tunes and playful beats are the order of the day here, though I didn’t notice many remixed tracks or much memorable music. The game has a nice, clean heads-up display, though, which helpfully displays your copy ability and comically reacts when you take damage or die.

The colourful graphics and varied environments make up for the simplistic story.

The Central Circle hub world resembles a heavenly paradise in fluffy yellow clouds and leads to the nine main levels and the final area once you collect the Mirror Shards and repair the Dimension Mirror. While some recognisable tropes are present and level layouts don’t differ much from previous Kirby titles (beyond the multiple paths and mirrored doorways), Kirby & The Amazing Mirror largely offers new themed levels to play through for a change. Rainbow Route is a fairly traditional forest stage with some flooded caverns, tree-like platforms and routes, and a thick, beautiful thicket of trees in the background. Moonlight Mansion twists this aesthetic into a crooked, haunted forest with a dishevelled graveyard and the ominous, titular mansion in the background, the inside is overgrown and dilapidated, featuring stone corridors, stained glass windows, and furniture blocking your path. Cabbage Cavern is a purple and lilac cave of vines, underwater areas full of rushing water, and narrow passageways barred by explosive blocks. Mustard Mountain opts for a volcano aesthetic. There’s lava everywhere, the ground erupts in flames, and lava pours like waterfalls, making for a notably perilous landscape. Carrot Castle reminded me of Castle Lololo as it’s a sprawling, ornate palace against a gorgeous sunset and includes a dingy dungeon, exterior areas where Moonlight Mansion looms in the background, and large, opulent windows. Olive Ocean recalled Float Islands with its beach aesthetic, palm trees, and abundance of water and underwater coral caves alongside waterfalls and rapids that rush you through flooded tunnels. Peppermint Palace is the ice-themed stage full of glittering crystal and ice blocks, a glowing aurora borealis, slanted paths, and a frigid cliffside where one false move sees you slipping into the abyss. Radish Ruins opts for an Aztec pyramid aesthetic, an enlarged garden, and cold stone chambers sporting spikes. Candy Constellation is a large mechanical facility out in the sprawling galaxy, with stars and a planet looming in the background, Gordo-infested tunnels, and a fun gimmick where water is suspended in zero gravity. The finale transports you to the distorted Mirror World, where aspects of each level are smashed together between boss arenas fought against a swirling vortex.

Enemies and Bosses:
Many of Kirby’s most recognisable enemies naturally make a return in Kirby & The Amazing Mirror, with many bestowing you with Kirby’s signature copy abilities. Waddle Dees wander around largely harmlessly or float from above on parasols while Waddle Doos fire their eye beam in an arc, nigh-invincible Gorgos and Shotzos dog your progress in narrow corridors or open areas, Bronto Burts flitter in the air, and Sir Kibbles toss Cutter boomerangs from afar. Rockys threaten to roll or crush you, UFOs erratically fly around taking shots at you, Wheelies race across the ground to ram into you, and Twisters transform into tornadoes and fly around the screen. Bang-Bang is a missile-like newcomer who wander about before blasting into the sky, Battys are bizarre bat-like creatures that roots on ceilings before swooping at you, Blockins disguise themselves as regular star blocks for a surprise attack, and the mole-like Boxins rush you with their boxer jabs. Chips are strange, fox-like creatures who hop about and relentlessly chase you, Cupies flutter around firing arrows, Droopys and Leaps steal your copy ability or transform into a more aggressive form, and seedling-like Foleys hover overheard and drop bombs. The large, stoney Golem spring to life when you pass by, spherical mechanical laser-firing Metal Guardians and big, giant variants and Waddle Dees and Rockys lurk as tertiary bosses, much like the sword-swinging Heavy Knights, while frog-like Jacks hide in cannons and Pranks will humiliate you on contact. Soaraars fly about, Snooters try to eat you, and Shadow Kirby often pops up boasting similar copy abilities and dropping random power-ups upon defeat.

Levels are packed with large, occasionally challenging mini bosses who can yield new abilities.

Similarly, eight mini bosses appear, each bestowing a particularly powerful copy ability upon defeat. Batafire is a large bat that resembles a fireball and flies back and forth, swoops from one side of the arena to another, or floats in the middle and spews fireballs. It’s quite a large sprite so it can be difficult to dodge, much like Bombar, an adorable anthropomorphic jet fighter who spirals across the screen and swoops at you while winds whip past. Bombar also fires homing missiles and drops a bombardment of warheads, which can be inhaled for the Missile and Bomb copy abilities. Box Boxer and Phan Phan were two of the more aggravating mini bosses for me. Both wander back and forth, rushing you with a charging punch or rolling tackle, and toss projectiles but are particularly frustrating as they tend to snatch you out of the air or off the ground and toss you. Boxy is a ravenous gift box who hops back and forth trying to bite you and spits out bombs, enemies, and the odd power-up, Bonkers returns to swing his trademark hammer and now tosses explosive coconuts, and the mischievous Mr. Frosty also returns to devour you or toss ice cubes. Master Hand also appears as a mini boss, granting the Smash copy ability when inhaled, and mirrors his Super Smash Bros. counterpart by pounding the ground with his fist, punching, squeezing you, and firing finger bullets. Master Hand teams with Crazy Hand in Candy Constellation for a two-on-one fight, with the two performing a clap and other tandem attacks to keep you on your toes. Long-time Kirby players my recognise King Golem, who’s basically a reskinned Whispy Woods and attacks in the same way, dropping rocks and Gordos rather than apples and spawning Golems from his mouth rather than air puffs. Kracko also returns in Mustard Mountain and still sprouts spikes, chases you with lightning, and douses you with a rainstorm.

Large, somewhat familiar bosses can be tough without the right copy abilities.

Moley randomly pops from the ground or ceiling and tosses rocks, bombs, burning oil drums, and more if you give him the chance and shunts you with his nose, forcing you to quickly anticipate where he’ll be and attacking when you can. The intimidating armoured robot Mega Titan is completely invulnerable and floats about firing its four fists at you. You must force for the Mega Titan into the electric traps located on either side of the arena, though it can be tricky without the right copy abilities and, even then, you must dodge its many rocket-powered fists. Gobbler was somewhat similar to Acro as it leaps from the water to bite you, spawns three shark-like Snappers to distract you, and charges at you to swallow you, though Smash or Stone can near-instantly defeat him. Wiz rushes about a slippery arena and tosses enemies and projectiles from its magician’s hat, being invulnerable when doing so but an open target otherwise. Dark Meta Knight is fought twice, though both battles are fundamentally the same and his attacks largely mirror the regular Meta Knight. Dark Meta Knight performs sword thrusts in many directions, a leaping sword slash, defends against your attacks with his blade, and performs a drill-like charge. He also unleashes a sword beam, often at rapid speeds, in the second fight. One you assemble the Dimension Mirror, you battle Dark Mind in six phases, three of which are largely the same but get progressively difficult. Dark Mind teleports about and fires a flurry of star-like projectiles while mirrors protect him, exploding with splash damage if destroyed. Dark Mind’s movements and attacks become increasingly erratic and the arena changes to sport water and slippery ice, but the Almighty Sword easily decimates him when you land a hit. After four rounds, Dark Mind transforms into a gigantic, glaring eye and fires ricocheting lasers between its mirrors, spawns some enemies to distract you, fires massive beams, attacks with its mirrors and is noticeably more durable. You then hop on a Warp Star for a top-down shooter to finish it, blasting its projectiles, avoiding its tackle, and pummelling it even as the credits roll.

Additional Features:
There are many different paths and goals to reach in each level in Kirby & The Amazing Mirror. While it’s not necessary to find them all (you really just need to find the Area Maps and defeat the bosses), doing so brings your save file closer to 100% completion. They also bring you to treasure chests containing helpful items that extend your life bar and unlock new tracks in the sound test or colours for Kirby, with these being tracked form the main menu. Alongside three save files and multiple languages, Kirby & The Amazing Mirror boasts three mini games that see you compete against your friends to crack the world like in Kirby Super Star, eat the most food, or ride waves in a surfing race. Reaching 100% completion unlocks the “Boss Endurance” mode where you randomly fight all the mini bosses and main bosses, including a powered-up Waddle Dee and the multiple Dark Mind fights (with no rest areas for this latter challenge). This version of the game also comes with the usual rewind and save state features to help lower the frustration of all the backtracking, and you can even play the European version where Kirby doesn’t look like he wants to kill you!

Final Thoughts:
I was quite excited to play Kirby & The Amazing Mirror, expecting it to be much of the same colourful fun of Kirby’s 16-bit heyday and was stunned to discover it’s a more sprawling, exploration-based adventure. I was a little lost and frustrated to start with as I randomly travelled from one level to the next with no end in sight, even when I reached the Warp Star goals and defeated bosses, and was confused when the other Kirbys buggered off on their own offscreen adventure and barely factored into the gameplay or puzzle-solving. Once I got my head out of my ass and realised there’s a map screen, the game became much more enjoyable as I sought out the Area Maps and then went right to the boss to force the game into a more linear adventure. There was still a fair bit of backtracking and exploring as you can’t just progress from one level to the next and must unlock the doors and shortcuts, but this made things more manageable. Once I acquired the Smash copy ability, I never looked back and mostly coasted through the game, which was a very vivid and adorable experience with some fun bosses and moments, but which didn’t do too much to mix up the Kirby formula. I almost wonder if the game should’ve forced a co-op mode, making it unplayable for solo gamers or encouraging you to summon or even control the other Kirbys to solve puzzles. Instead, we get a regular Kirby adventure that’s artificially extended and made more challenging by presenting the action in a non-linear fashion, which is more annoying than enjoyable. I would’ve liked to see more screen time for Shadow Kirby and Dark Meta Knight, more puzzles linked to the multiple Kirbys, and some new copy abilities to make things interesting. It was a decent and colourful, whimsical adventure that surprisingly made me think more than I expected, but I think it would’ve worked better as a straightforward amalgamation of Kirby’s previous 2D adventures.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Kirby & The Amazing Mirror in your Game Boy Advance collection? Did you ever play the game in co-op and, if so, how was it compared to playing solo? Were you also disappointed by the emphasis on backtracking and exploration or did you like the attempt at something new? Which of Kirby’s six new copy abilities was your favourite? Did you ever 100% the entire game and which Kirby videogame is your favourite? Use the comments to share your thoughts on Kirby & The Amazing Mirror and support me on Ko-Fi for more reviews like this.