You can still play as Kirby’s friends, but it’s much more fulfilling to have a full team of Kirbys. This was a bummer in the original because Kirby is the only one who can wield copy abilities and on Wii, the three other co-op players could only be Meta Knight, King Dedede, or Bandana Waddle Dee. Best of all, unlike in the Wii original, four players can all play as Kirby in co-op. Level layouts are largely the same but the placement of enemies and items is slightly tweaked. Some copy abilities feature upgraded moves that first debuted in later games. Two new abilities, the world-dominating Mecha and the Leaf-like Sand, are the clearest examples, but there are a variety of subtle tweaks. I was struck by how much of the original game was tweaked as it was brought to Switch. Everything is playable in full co-op with elegant drop-in/drop-out. He winds up roughly controlling like Kirby, but it’s still a novel enough hook to make the epilogue well worth playing. Magolor initially starts off relatively powerless and as you progress, you can unlock more abilities. The newly added epilogue (only available after you beat the main game) stars Magolor, adding a little bit more to the story while also providing a slightly new way to play new levels. It’s not quite at the level of Forgotten Land or Planet Robobot’s endings, but it’s satisfying and Magolor makes for one of the more memorable companions in Kirby games. As per Kirby tradition, the story is breezy until a wild finale. The driving force is to help Magolor repair his ship so he can return home, along the way coming across both new and familiar Kirby foes. The main game sees Kirby and friends come across a lost traveler named Magolor who has crash landed in Dream Land.
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