Kirby's Rainbow Resort > Fan > Ability Review > Review: Coo Parasol | |
Review: Coo ParasolAbility : Coo Parasol Title : Kirby's Dream Land 2 & 3 Reviewer : Faital Ryuu Parasol - Can easily be over-examined due to its effectiveness. Coo - An usually shaped but lovable owl who helps Kirby reach otherwise inaccessible areas. Combine both of the above subjects and you have a decent ability. For those who can't stand still, this is the attack for you. When using Coo + Parasol, Kirby and Coo spin around with the parasol held high. They destroy any enemies that touch them. This attack is reminiscent of one of Jumpershoot's attacks (both attacks even use the exact same sound effect), except shorter lived. While the attack is good at wiping out enemies in the way, it isn't particularly useful at beating bosses. You can only get one or two hits in before you stop spinning. This is a bad thing when you stop spinning while you're in contact with the boss. The parasol's protective properties carry over to this ability, but Kirby and Coo's sides are still vulnerable, so there's only protection from above. While I've only played Kirby's Dream Land 2, when comparing my experience with this ability in 2 and watching footage from the third game, the original version of the ability is slow-moving and lasts a decent amount of time while the third game's version of the ability is faster moving-but doesn't last as long. This could be due to the fact that the Super Nintendo can handle faster speeds than the Game Boy hardware could. And HAL Laboratory probably thought that by making the spinning shorter-lived, the ability would be evened out. Overall, Coo + Parasol is a good ability, but not a great ability. It makes for good challenge and/or good for speed runs, but Coo + Burning is the way to go if you want the job done right. |
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Last Updated - October 1st, 2008 | |
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