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February 2nd, 2010, 09:37 GMT · By Florian Totu

Kirby: Canvas Curse Hints VII (DS)

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Kirby: Canvas Curse hints
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Kirby's first run-in with the DS was an unfortunate one, and before he even got to take the handheld for a spin, an evil witch turned him into a ball. Your only choice is to use the Magic Paintbrush that the witch left behind in order to draw walls, ramps and platforms meant to help Ball-Kirby return to his old self. The Magic Paintbrush is controlled with the stylus and you will have over seven enemy-filled worlds to explore.

You can touch Kirby in order to make him go faster and roll over his enemies, or you can choose to touch them instead and stunt them, and then let Kirby attack. The abilities of the defeated enemies can be used to bolster Kirby's own, as he can transform into a rock, balloon, a tire with quick speed, or into many other forms.

During each level, you'll come across Medal, which can be exchanged for prizes on in-game bonuses. In the Rainbow Run game mode, you'll be able to play through each level, but under certain special rules, like the quickest time possible or making as few stylus strokes as possible. Several mini-games can be unlocked during the normal playthrough, which can be found in the Subgames mode.

Kirby: Canvas Curse was published by Nintendo Co., Ltd., developed by HAL Laboratory, Inc. and it was released on March 25, 2005.

HINTS

Rainbow Run: Mag Mount

For the Line Trial, use Kirby. Get the Burning power-up and, when you get to the part where there are a bunch of ledges and you must get to the top, keep tapping Kirby. He will dash into the walls. Slowly but surely, he will climb up them. You must use some ink to get to the end. Once you cannot do this anywhere, get rid of the Burning power-up, and then use two simple lines to reach the goal. You should make it in better than 800 ml if done correctly.

Gameplay:



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