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

Traps & Tricks

Kick Panel

Sends Kirby rolling in the direction of the arrow.

Dash Panel

Similar to a Kick Panel, except Kirby will accelerate coming off the panel.

Warp Panel

Transports Kirby to the corresponding Warp Panel. Warp Panels with arrows change Kirby’s trajectory, whereas Warp Panels without arrows spit him out the same direction he came in.

Turntables

Rotating panels that roll Kirby in various directions. Turntables can be switched on and off.

Conveyor Belt

Carries Kirby to the end of its track.

Trampolines

Kirby can bounce exceptionally high using this panel.

Air Curtains

Allows Kirby to ride the wind and float upward.

Danger Zone

A spiked pit that will cost Kirby one tomato if he falls in.

Ponds

If Kirby falls into a pond it’ll be difficult to hit him out. Some holes have switches that can fill or empty ponds.

Bunkers

Sand-filled panels that stop Kirby from moving.