Prima Games eGuides Playing With Super Power: Nintendo Super NES Classics eGuide

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Playing With Super Power: Nintendo Super NES Classics eGuide Kirby’s Dream Course

Abilities

Flashing enemies have special powers. When Kirby touches them he absorbs their power. Collecting a new power overwrites an existing power. However, when hitting multiple enemies in the same stroke, it’s possible to chain powers together. This is the key to getting hole-in-ones.

Hi-Jump

This lets Kirby jump even higher.

Parasol

This lets you control how fast Kirby falls using the +Control Pad. The parasol acts as a brake to slow down Kirby’s fall.

Spark

With Spark, Kirby can destroy Whispy and Kracko.

Wheel

This lets Kirby turn into a wheel and pick up instantaneous speed to whiz over bunkers and areas covered with water. If Kirby rams into a bumper, he flies straight up and comes to a full stop.

Stone

This lets Kirby turn into a rock and immediately come to a full stop. If you use the power on a sloped surface, Kirby falls down the slope.

Freeze

This lets you freeze the surface of the water, allowing Kirby to slide over it.

Tornado

This lets you turn Kirby into a tornado. Press a or d on the +Control Pad to change his direction as he moves.

Needle

Using Needle will make Kirby come to a full stop even on a slope. Remember to make adjustments when Kirby is moving at a fast speed.

Fireball

This lets Kirby turn into a fireball, making him accelerate quickly. Kirby can move a greater distance for a pre-set period of time. If Kirby hits a bumper, he bounces back.

U.F.O. (Limit: 10 seconds)

This lets you turn Kirby into a U.F.O. With this, he can fly at a constant speed. You can make Kirby move at right angles by pressing a or d on the +Control Pad. If Kirby rams into a bumper, he can no longer use this power.