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Super Smash Bros. Melee/Non-playable characters/Giga Bowser

Giga Bowser (Giga Koopa in Japanese) is a fictional, nonplayable character from Super Smash Bros. Melee. He is the Secret Boss (A secret, stronger, and hard to reach Boss that comes after the "final" boss) of Adventure Mode, appearing directly after Bowser when certain conditions are met, which are as follows:

 * Be playing the game on Normal, Hard, or Very Hard difficulty.
 * Get to and defeat Bowser in under 18 minutes.
 * Do not use continues.
 * Any stock and character may be used.

Giga Bowser is also the main enemy of Event Match 51 (The Showdown), with Mewtwo and Ganondorf by his side, acting as bodyguards, in a sense. Giga Bowser is not actually substantially stronger than regular Bowser, but receives an enormous handicap in Adventure mode (Not in the Event Match, but in the Event Match he's slightly bigger than his default size). However, he is greatly intimidating and has one definite edge over Bowser: his reach. He has a reach so large, he can hit the player from virtually anywhere on Final Destination.

Description
Giga Bowser looks almost identical to the regular Bowser. However, he is about twice as big. His horns are much longer and his eyes are more insane than Bowser's concentrated expression. Giga Bowser's tail is plated and has many more spikes on it, as does his shell. His overall color, especially his shell, is somewhat darker. His size is very easily shown by the size of his spawn platform (The small, glowing, floating platform that characters stand on after dying). Most characters' spawn platforms are about as large as a party ball, and the Ice Climbers' is about 1.5 times the size of it. Giga Bowser's is nearly the size of the Battlefield Stage. If Giga Bowser were to be played in a giant melee and were to touch a Super Mushroom, he would almost be too big to fit on Final Destination. This can be attempted by using Debug Mode with an Action Replay (See Playable Giga Bowser below).

Moves
Giga Bowser controls identically to Bowser, although his moves have slightly different effects. Mostly, they are the types of damage. Firebreath obviously does Fire Damage, but other moves do different things, such as Electric Damage from his Up Smash.

Here is a list of what kind of damage which move does:

Fire damage:

Firebeath, Forward Smash

Electric Damage:

Up Smash, Neutral A in the air, Back A in the air, Down A in the air, Grab attack (press A while grabbing a character), Up throw (tap up while grabbing),

Shadow Damage:

Tilt Forward + A

Freeze:

Down Smash

Note: Fire Damage is the red-colored damage caused by attacks such as Roy's Up+B. Electric Damage is the light-blue colored damage caused by attacks such as Pikachu's B. Shadow Damage is the purple-colored damage caused by moves such as Ganondorf's B. Freeze is the encasing in ice of the target character, most famously from freezies.

Differences between Bowser and Giga Bowser:

 * Wavedash length: Giga Bowser's is longer

 * Giga Bowser is 25% heavier than Bowser

 * Their jumps are the same height

 * Giga Bowser falls faster

 * Giga Bowser can't be grabbed, but Bowser can

 * Giga Bowser receives less impact from many attacks than Bowser does. Giga Bowser is also immune to knockback from Mario's/Luigi's fireballs, Dr. Mario's pills and some characters' Neutral A attack when he's below 50% (in other words, when Giga Bowser is below 50%, the mentioned moves have the effect of Fox's Blaster)

 * Giga Bowser's up B goes twice the distance of Bowser's up B, both in the air and on the ground. This gives Giga Bowser the fourth best recovery in the game (beaten only by Peach, Samus and Mewtwo). This also gives him the ability to recover back onto Final Destination from anywhere not past the blast-line without having to grab onto the edge if he uses his second jump. If he doesn't use his second jump, he can still always make it back to the stage even if it means having to grab onto the edge.

 * Bowser is completely invincible during the first four frames of his up B. After the four frames are up, Bowser's up B starts to hit anyone who touches him, but he is no longer completely invincible. Some parts of his body becomes invincible occasionally, but he is still vulnerable to being hit by high priority attacks.

 * Giga Bowser's up B starts to hit enemies on the fifth frame, and he is completely invincible during the first 26 frames of his up B (out of a total of 74 frames). After the 26 frames are up, he is no longer completely invincible. Some parts of his body becomes invincible occasionally, but he is still vulnerable to being hit by high priority attacks.

 * Bowser is never completely invincible if he uses his up B in the air, while Giga Bowser is still invincible for 26 frames if he uses up B in the air.

 * On the ground, all the hits of Giga Bowser's up B can connect on one enemy (causing 49% damage), while only two hits of Bowser's up B may hit one enemy. Meaning, if an enemy gets hit twice by Bowser's up B and then walks into that same up B again, he'll not be hit. All the hits of Bowser's up B can still connect in the air, though.

 * Giga Bowser's invincibility for the first 26 frames of his Up B are different from the invincibility Bowser gets on the first four frames of his own Up B. In Debug Mode, Giga Bowser's collisional bubble is green during the first 26 frames of his Up B. This indicates that Giga Bowser is invincible during those frames. During Bowser's first four frames of Up B, his collisional bubble is blue, which ALSO indicates that he is invincible during those frames.

The difference between these two types of invincibilities is that if a character has the blue type (which is when a character is rolling, airdodging, climbing up from the edge, ect), all enemy attacks go through the character. For example, if Fox shot his Blaster at a character with the blue type of invincibility, the Blaster shot will go through the character without harming him/her/it. And if a character is standing behind the character with the blue invincibility, the character behind will get hit.

But if a character has the green type of invincibility (which every character gets when they've just come back after being KO'd, or if they have a Starman), all enemy attacks will NOT go through the character, but the character will not be harmed. Fox McCloud's Shine (Reflector) (Down+B) is a move that hits for one frame only (the first frame of the attack). But if Fox's Shine actually HITS a character, Fox will be stuck in his first frame of Shine for three extra frames. This not only applies to Shine, but it also applies to every other attack. If they hit a character, there'll be 3 extra frames of lag than if it didn't. If a character attacks another character that has the green invinciblity, the attacking character will receive the 3 extra frames of hitlag that he'll normally receive if he hits a character, even though the character he is hitting is invincible. If the character being "hit" had the blue invincibility, the attacking character will not receive hitlag, unlike if the "receiving" character had the green invincibility. If Fox shot his Blaster at a character with green invincibility, the Blaster shot will not just simply go through the invincible character as it would with the blue invincibility. In this case, the Blaster shot will be cancelled out and dissapear as soon as it comes in contact with the invincible character's green collisional bubble. Also, this might be off topic, but when Young/Link is standing still, his shield has the green invincibility, which explains why projectiles get cancelled out when they touch the shield.

Though, after the first 26 frames of his Up B are over, when Giga Bowser's body is no longer completely invincible (but he gets invincibility frames every now and then on different parts of his body), the occasional invincibility frames he gets are of the blue type, not the green type.

 * Giga Bowser's Smash Down freezes enemies if you hit them with a sweetspot (the back of the attack)

 * Giga Bowser's Firebreath never gets smaller over time, unlike Bowser's

 * All forms of Giga Bowser's rolls (regular roll, ledgeroll, getting up roll, ect) are twice as long as Bowser's

 * All of Giga Bowser's attacks except for Firebreath, his two "get up attacks" and forward B has twice the range of Bowser's. Giga Bowser's Firebreath has the same range as Bowser's initially, but Bowser's gets smaller over time. Giga Bowser's two "get up attacks" have the same hitbox size as Bowser's. They are located on the front and back of Giga Bowser when he gets up, so if you stand in the middle of Giga Bowser while he does his get up attack, you will not be hit. Giga Bowser's forward B range is the same as Bowser's, despite the fact that it doesn't look like it. Not counting projectiles, Giga Bowser's attacks have the longest range in the game (even longer than Marth's)

 * Bowser walks and runs slightly (almost non-existantly) faster than Giga Bowser. If they both raced across Final Destination, Giga Bowser would be half an inch behind Bowser when Bowser finishes.

 * Giga Bowser is over twice the size of Bowser (it doesn't look like it, but his hitbox is actually over twice the size of Bowser's)

 * Bowser's Up B, Smash Forward, Tilt Up and Tilt Down has more knockback than Giga Bowser's

 * Giga Bowser's Down B and Smash Up has more knockback than Bowser's

 * Because Giga Bowser's Tilt Down has less knockback than Bowser's, it becomes much easier for Giga Bowser to connect with both hits of Tilt Down.

 * All moves not mentioned have the same knockback

 * Giga Bowser's grab is harder to break out of (a character being grabbed by Giga Bowser at 0% cannot avoid taking a Grab Attack + a throw)

 * Bowser's jump is 9 frames before he leaves the ground, while Giga Bowser's is 7 frames

 * All of Giga Bowser's aerial attacks have twice the lag of Bowser's when he lands

 * Unlike Bowser, Giga Bowser cannot grab onto the edge backwards with his Up B.

Bowser's best fighting style involves SHFFLing aerial attacks (mainly Forward Air) and throwing in Forward B in the air occasionally for shieldgrabbers. Bowser has an incredibly hard time against many characters, particularly Marth (who outranges him, making it very difficult for Bowser, who is slow and doesn't have good range, to hit him). Due to his falling speed and size, he can be combo'd from 0% to death by many characters. His up B allows him to break combos occasionally and get KOs, but his up B only works as a combo breaker on the ground. Unfortunately for Bowser, most combos involves getting Bowser up in the air and hitting him just before he lands (eg. chain throws), so his Up B still doesn't really help him a lot.

Giga Bowser, though is way different. Due to his huge range, he can just use Tilt Forward (which has more range than any of Marth's moves) for approaching without having to worry about being punished like Bowser's Forward Air, since Giga Bowser's Tilt Forward has more range, is faster and has less lag. His Dash Grab has even more range (it can ALMOST grab someone from halfway across Final Destination!), and once he throws someone off the edge with Back Throw, then they've lost a Stock, since Giga Bowser has insane edgegaurding abilities. His Up B on the ground, though it doesn't send the enemy out of the stage very far, outprioritizes every character's up B thanks to the invincibility frames. So he can just up B every time the character he is edgegaurding comes close without having to worry about timing and getting hit by their up B. And the character being edgegaurded can't sweetspot the edge either, as they'll still be hit. Giga Bowser's game is just simply throw them off the edge, and then edgegaurd them to death.

Contrary to Bowser, Giga Bowser is actually the hardest character to combo. Why? Since he can't be grabbed, this kills off a lot of combos that could have worked on him ( e.g chain throws). And due to the fact that Giga Bowser receives less impact from attacks, combined with his weight, fast falling speed and his size (since he's so big, his feet touches the ground faster after he's sent up in the air), he can just land back onto the ground if he is hit and immediately use Up B before the enemy could follow up with another move. Bowser, on the other hand, is lighter than Giga Bowser, falls slower, flinches more and is smaller, so if he is hit, he'll most likely be launched up into the air and into the "tumbling animation" (which sets him up for combos). Giga Bowser, however, is much harder to be sent into "tumbling mode".

Damage List

A moves

Neutral A: Bowser: 5% Giga Bowser: 5%

Neutral A (second): Bowser: 6% Giga Bowser: 6%

Tilt Forward: Bowser: 14% Giga Bowser: 12%

Tilt Up: Bowser: 13% Giga Bowser: 13%

Tilt Down: Bowser: 22% Giga Bowser: 18%

Dash A: Bowser: 11% Giga Bowser: 13%

Neutral Air: Bowser: 13% Giga Bowser: 13%

Forward Air: Bowser: 14% Giga Bowser: 13%

Back Air: Bowser: 13% Giga Bowser: 12%

Up Air: Bowser: 17% Giga Bowser: 17%

Down Air: Bowser: 24% if all hits connect Giga Bowser: 24% if all hits connect

Smash Forward: Bowser: 24% uncharged, 32% charged Giga Bowser: 20% uncharged, 27% charged

Smash Up: Bowser: 20% uncharged, 27% charged Giga Bowser: 20% uncharged, 27% charged

Smash Down: Bowser: 20% uncharged, 27% charged Giga Bowser: 20% uncharged, 27% charged

B moves

Neutral B: Bowser: up to 23% in one tap of the B button Giga Bowser: up to 23% in one tap of the B button

Forward B: Bowser: 12% Giga Bowser: 12%

Forward B Bite: Bowser: 3% Giga Bowser: 3%

Forward B Forward Throw: Bowser: 13% Giga Bowser: 12%

Forward B Back Throw: Bowser: 10% Giga Bowser: 9%

Up B: Bowser: 17% on the ground. In the air, it can do up to 32% if all the hits connect. Giga Bowser: 22% normally on the ground. If all hits connects, it can do up to 49% (on the ground). If all hits connect in the air, it can do up to 32%.

Down B: Bowser: 21% Giga Bowser: 25%

Throws --- Forward Throw: Bowser: 10% Giga Bowser: 10%

Back Throw: Bowser: 10% Giga Bowser: 10%

Up Throw: Bowser: 9% Giga Bowser: 9%

Down Throw: Bowser: 12% Giga Bowser: 12%

Grab Attack: Bowser: 3% Giga Bowser: 5%

Note: Almost all of the Bowser/Giga Bowser differences and damage list were found by Dragon Champion.

Differences Between Giga Bowser and other Nonplayable Characters

 * Giga Bowser is the only nonplayable character who is a clone (Save Dark Link, who is just Link with a different skin)
 * Giga Bowser is the only nonplayable character who controls just like any regular character (Once again, save Dark Link). Master Hand and Crazy Hand control completely differently from anyone else and can only be controlled by a controller in a certain socket. The Fighting WireFrames don't use the B button. Sandbag freezes the game if he tries to do anything other than move and single jump. Giga Bowser controls just like regular Bowser.
 * Giga Bowser is the only nonplayable character who does not have to be beaten in order to receive his corresponding trophy (Unless clearing the Multi-Man Melee counts as beating the Fighting WireFrames).

Giga Bowser's Frame Data
Giga Bowser, Defualt size

LAII = Legs and Arms are Invisible and Invincible. or as it looks without debug, his arms and legs are inside his body.

Punch 1

Total: 24 Hits: 7-10 IASA: 21 Window of the second puch: 3-25 Second punch starts: 13 (or later)

Punch 2

Total: 30 Hits: 10-12 IASA: 27

F Tilt Total: 47 Hits: 12-16 IASA: 3

D Tilt

Total: 59 Hits: 14-18, 27-31 IASA: 55

U Tilt

Total: 54 Hits: 7-10 IASA: 50

Dash attack

Total: 59 Hits: 10-17, 28-29 (the second hitbox is from when Giga Bowser Lands) IASA: 55

F Smash

Total: 69 Hits: 29-33 Charge frame: 10 IASA: 66

U Smash

Total: 59 Hits: 16-21 Charge frame: 10 IASA: 53 Invincible: 16-17

D Smash

Total: 69 Hits: 14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32 Charge frame: 8 IASA: 68 LAII: 14-48

N-air

Total: 49 Hits: 8-23 Auto cancel: Landlag: 45 Lcanceled: 22 LAII from landing (Landlag): 1-26 LAII from landing (Lcancel):1-13
 * Legs/arms invisible/invincible: 7-36

U-air

Total: 47 Hits: 22-25 Auto cancel: Landlag: 45 Lcanceled: 22

BTW, it's impossible to do an SHed U-air with Giga Bowser (defualt size)

B-air

Total: 49 Hits: 9-10 Auto canceled: Landlag: 45 Lcanceled: 2

D-air

Total: 79 Hits: 14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36, 38-39 Auto cancel: Landlag: 45 Lcanceled: 23 LAII: 14-49 LAII from landing (Landlag): 1-30 LAII from landing (Lcancel): 1-15

F-air

Total: 45 Hits: 8-11 IASA: 42 Auto cancel: Landlag: 45 Lcanceled: 22

Ledge stand <100%

total: 32 Invincible: 1-30

Ledge stand 100%>

total: 59 Invincible: 1-55

Ledge roll <100%

total: 49 Invincible: 1-33

Ledge roll 100%>

total: 79 Invincible: 1-59

Ledge attack <100%

total: 54 Hits: 7-34 Invincible: 1-34 LAII: 4-34

Ledge attack 100%>

total: 69 Invincible: 1-40 Hits: 44-48

Ledge jump <100%

total: 37 Invincible: 1-3 Soonest FF: 23 LAII: 4-21

Ledge jump 100%>

total: 47 Invincible: 1-17 Soonest FF: 23

Grab

Total: 40 Grab: 8-9

Running Grab

Total: 50 Grab: 9-11

G.bowser Bomb

Total: 92 or more Hits: 30-32 (32 is the 'falling frame') Lag from Landing: 60

Fire Breath

Total: 92 or more Startuptime: 22 frames fire comes groups of seven on (after the startup animation): 2, 4, 7, 10, 13, 15, 18 then a new group. a minimum of 2 groups per flame. 20 frames per group. End animation: 30 frames

Btw, G.B. has unlimited fire

G.Koopa Klaw

Total: 59 Hits: 16-18 Grabs: 16-18 Hits on frames 18-19 while holding and attacking the enemy. Total attacking time while holding the enemy: 30. frame 30 is the 'holding' frame. Total throwing time: 40 Hits on the frames 18-19 of the throw.

Whirling Fortress

Total: 79 Hits: 5-46 Ivincible: 1-26 Landspeciallag: 50 LAII until you land.
 * Legs/arms invisible/invincible: 6-49

Taunt

Total: 140 GROWL!: 13

Jump: airborne on frame 6

Air time: 41 Earliest FF: 19 FF air time: 38

SH air time: 17 Earliest FF: 8 SH FF air time: 13

2nd jump earliest FF: 17

LAII on the first 38 frames of the 2nd jump.

Air dodge Invulnerable 3-29 out of 49 LAII 3-49 -> you land. 10 frames of landfallspecialag as usual.

Ground dodge Invulnerable 4-24 out of 42

Roll Invulnerable 4-19 out of 39 LAII: 8-22

Landing stun: 30 frames

Dash becomes run at frame 14 Turn-jump threshold: 24 Run turnaround: 45

Note: The frame data were found by Nigzel on SmashBoards.

Trophy
A Giga Bowser trophy can be obtained by beating Adventure on Hard or Very Hard with no continues, but not nessicarily in under 18 minutes. Giga Bowser, strangely enough, does not actually have to be beaten to get the trophy. His trophy is seen at the top of this article.

Giga Bowser's Trophy Data Is As Follows:

 * An even more imposing figure than
 * the original King of the Koopas.
 * Giga Bowser is roughly twice the
 * size of his scaly, fire-breathing,
 * spike-studded Super Smash Bros.
 * Melee counterpart. Predictably, this
 * monstrous creature's offensive and
 * defensive powers are a grade
 * higher than those of regular
 * Bowser. Good luck defeating this
 * colossus!
 * Super Smash Bros. Melee
 * 12/01

Playable Giga Bowser
Giga Bowser can be played by using Debug Mode (Activated with the Action Replay), although many people are disappointed at not having his handicap and essentially using a larger Bowser. There is also a hoax (although no one has ever been able to disprove it, it is not generally accepted as true) that Giga Bowser can be unlocked by getting anywhere from 5,000 to 1,000,000 feet on the Homerun contest using Captain Falcon.

Voice
In the American version, Giga Bowser is voiced by Scott Burns, who also voices the regular Bowser.


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Kirby franchise strategy guide/Bosses/Dyna Blade

Dyna Blade is a large bird in the  games. She appears as a character in Kirby Super Star and Kirby Air Ride, and the  television series.

Dyna Blade is pictured as an enormous, armored bird with white feathers as well as rainbow-colored ones on her metal wings. She wears red armor with yellow rims and has a blue stone on her chest, and she wears a black neckplate with yellow rims around her red neck. She has a red-and-green-feathered head with yellow spiky hair on it and has blue eyes.

Kirby Super Star
Dyna Blade appears as both a friend and a foe in Kirby Super Star (known as Kirby's Fun Pak in the UK), a collection of eight Kirby-related games originally released on the Super Nintendo Entertainment System in 1996. In her self-titled game, she is destroying all of Dream Land's crops and Kirby has to stop her. She is a major boss that Kirby fights, and the only one in that game (the rest of the bosses Kirby fights are actually the mini-bosses themselves). Interestingly, the only reason why Dyna Blade was ruining the crops was because she wanted to feed her chicks. So Kirby made her happy by feeding them and teaching them flying lessons. For doing so, Dyna Blade helps Kirby get back on the Halberd only to be shot down by the ship's crew in the Revenge of Meta-Knight game. Dyna Blade is also one of the random bosses in The Arena.

Kirby Air Ride
In the Nintendo GameCube racing game Kirby Air Ride, Dyna Blade appears as a part of one of the events in the City Trial mode. She is virtually indestructible all over her body except for her head, which, as in Kirby Super Star, is her only weak spot. Kirby can run into her head to steal power-ups and get a check on the City Trial checklist. Another check on that same checklist can also be earned by allowing Kirby to get trampled on by Dyna Blade. On rare occasions Kirby can get an all-up power-up from her. Although Dyna Blade is apparently female, she is referred to as a "him" in the message "The Mystery Bird Dyna Blade appeared! Aim for his head!"

Kirby: Right Back at Ya!
Dyna Blade also appears in Kirby: Right Back at Ya!. According to Professor Curio, Dyna Blade is a legendary bird with metal wings, a steely beak, and claws as sharp as swords. Her appearance is simaller to that of the Pokemon Ho-oh. Cappies have been worshipping her like a god for many years. She appears only once every 100 years to lay and hatch her egg. Her feathers are said to be so powerful that they can give anyone who touches them quite a shock. She attacks her enemies by blowing strong gusts of wind at them and/or smacking them with her wings. She is also capable of pecking them, swallowing them with her beak, or grabbing them with her claws; she is also capable of dive-bombing them, leaving behind a very strong wind. Dyna Blade poses a major threat even to Star Warriors, so you should never mess with her chick unless you want her to come at you with the way she attacks her enemies. At first, she thought Kirby ate the chick that was in her egg, but when she found her baby hidden by King Dedede (who tried to eat it in another episode), she forgave Kirby for the misunderstanding.

Dyna Blade has the distinction of being one of the very few characters in the anime represented completely by CGI, rather than switching between CGI and traditional animation. Her CG model is also not toon-shaded to match the hand-drawn animation like the other characters, giving her an other-worldy appearance.

Dyna Blade cares for her baby chick very much, even though he always goes around getting himself into trouble. She is very protective of him, and will do everything it takes for her to keep him safe. Dyna Blade's chick is known as Dyna Baby in the Japanese version.


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Kirby franchise strategy guide/Bosses/Marx

Marx (Mark in the original Japanese version) is a fictional character who appears in the game Kirby Super Star for Super Nintendo. He is the main villain and final boss of the Milky Way Wishes portion of the game, and also appears in the mini-game The Arena.

Even though he is a resident of Dream Land, Marx is an evil genius who dreams of conquering Popstar itself. He has a distinct appearance, unlike most of Kirby's fellow Dream Landers, involving him wearing a jester's cap, big brown clown-like shoes, and a red bow tie around his neck, and having purple flesh and demented-looking facial features. He mainly moves around by bouncing on his favorite ball, which resembles a beach ball. In his ultimate form, he looks like a robotic bat with fangs in the smile he always wears on his face even in his ultimate form, as well as yellow wings. His shoes are also extended to be more clown-like.

Marx is also seen in a group picture with King Dedede, Dark Matter, Dark Mind, and Nightmare, found in one of the treasure chests in Kirby: Squeak Squad.

Milky Way Wishes
Marx first appears presenting himself as a good guy, appearing in front of Kirby saying that he wants to help him make peace between the Sun and Moon, which have started fighting day and night. He tells Kirby that he needs to gather power from all the planets around Popstar and then ask Nova for help. The Fountain of Dreams learns of this, and sends him on a difficult quest to do so. What Kirby doesn't know, however, is that Marx is really behind the problems in Dream Land, getting the Sun and Moon to fight each other, in which Marx really wants ultimate power. By the time Kirby gets to Nova, Marx pushes Kirby out of the way and makes his wish to Nova, which is to conquer Popstar. Nova transforms Marx into his ultimate form (who proceeds to repeatedly hurt Kirby until the stars come together to form the Star Chariot) and proceeds to attempt to crash into Popstar but is stopped by the Sun and Moon which join together to do so. Kirby rides his Star Chariot inside Nova, fights his way through its inside, and destroys its heart, severely damaging Nova. Marx, of course, sees all of this, and decides to battle Kirby in an area that uses the same setting as the final battle with Nightmare in both Kirby's Adventure and Kirby: Nightmare in Dream Land, the Game Boy Advance remake. Marx attacks by throwing purplish-white crescents at Kirby, flying up and dropping seeds from above which then grow into rapidly-growing spiked vines, appearing in the ground as a hole and then springing up as his true form, spewing black balls that turn into spheres of ice when they reach Kirby's level, firing arrows from either side of the screen, spewing out large white beams, and splitting into two halves, revealing a black hole that will suck Kirby in if he's too close, after which when he appears, he gets slammed into the ground, sustaining serious damage. He also has a habit of teleporting around a lot, and likes to taunt Kirby with a high-pitched laugh (another final boss monster in the Kirby games who has a high-pitched laugh, this one in more than one variation, is Drawcia). Upon his defeat, Marx flies into Nova and explodes, taking out the wish-granting comet with him.

The Arena
Marx also appears in the mini-game The Arena. He is always the final boss of that mini-game; the rest of the bosses Kirby fights, including even the Heart of Nova, which is fought in Milky Way Wishes before Marx himself, are shown in a random order. The fight with him in The Arena is the same as the one in Milky Way Wishes.


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Kirby franchise strategy guide/Bosses/Drawcia

Drawcia is the main antagonist of Kirby: Canvas Curse. She is a witch who mixes painting with magic. Her name is a play on the word draw. Drawcia was created from a painting that resembled her slighty. She wanted a land of paint, and to get her wish, Drawcia turned Dream Land into a painting where she ruled everything. Drawcia also turned Kirby into a ball, so that he couldn't foil her plans. Her mistake was that she left one of her magical paintbrushes with Kirby upon fleeing the scene. Her magical paintbrush did not want any of this to happen, so it decides to help Kirby in getting rid of Drawcia. So Kirby and the magical paintbrush worked together to get through the newly-warped Dream Land. Drawcia has two forms which Kirby must face to defeat her and return Dream Land back to normal.

Drawcia Sorceress
Drawcia Sorceress is Drawcia's physical form. She can paint characters like King Dedede and bring them to life. This how the bosses for the stages are created. She also used this technique against Kirby and creates enemies without copy abilities, spikes, or parachuting bombs to distract attention from herself. To stun her, as she has a force field, players have to deflect the fire balls she throws back towards her with the paintbrush's lines. Then Kirby is able to roll into Drawcia before she is able to recover, thereby damaging her. When she is defeated by Kirby, her robe and hat vanish into thin air as her body becomes a giant ball of paint. Drawcia also resembles Dark Matter in his first form in Kirby's Dream Land 2.

Drawcia Soul
Drawcia Soul is a giant ball of paint with five small eyes, and a giant mouth below the five. She is the spirit form of Drawcia. She creates creatures called Para-Matters to attack Kirby. All of her attacks involve her manifesting her body somehow to attack Kirby. When she appears in the foreground, players must tap her a certain number of times (depending on the character used) to stun her and then roll the character into her. Upon her defeat, Drawcia is sucked back into her painting and is smashed to pieces, never again to be seen.

Trivia

 * Drawcia Soul resembles 0 (Zero), the final boss in Kirby's Dream Land 3.

 * Drawcia is also the only villain that does not appear in a portrait featuring all of the major Kirby villains in Kirby: Squeak Squad for the Nintendo DS, besides Grill from Kirby no Kirakira Kizzu (though Grill wasn't really a villain, just looking for a challenge from Kirby) and Dark Nebula from Kirby: Squeak Squad.

 * Drawcia Sorceress resembles Sophia from Fire Emblem: Sword of Seals.


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Kirby franchise strategy guide/Bosses/Dark Matter

Dark Matter is a character and recurring antagonist in the  games. Its first three appearances are Kirby's Dream Land 2, Kirby's Dream Land 3, and Kirby 64: The Crystal Shards.

General Information
Dark Matter's appearance is generally that of a dark cloud with a single eyeball. In Kirby's Dream Land 2, it first appeared masked, robed and wielding a magical sword in its first combat form. It attacks by swinging its sword and charging at Kirby, shooting lasers from the tip of its sword, and throwing black balls at him. In its second form it appears with projectiles surrounding it. It shoots black lasers in every direction, throws its projectiles which follow Kirby, and shoots black lightning to attack. Its second form in Kirby's Dream Land 2 is also its first form in Kirby's Dream Land 3, while 0 (see below) is often confusedly considered its second form in that game.

Small clouds of Dark Matter will often collect themselves into a large cloud, which must be destroyed at the core.

Dark Matter also has the ability to possess other beings, which it often does in order to accomplish its eventual goal. In Kirby's Dream Land 2 and Kirby's Dream Land 3 it possessed King Dedede and his minions, while in Kirby 64: The Crystal Shards it possessed King Dedede again, the princess of Ripple Star, as well as Kirby's friends Waddle Dee and Adeleine.

Kirby cannot destroy Dark Matter on his own without the use of a magical item. In Kirby's Dream Land 2, this item was the Rainbow Sword, in Kirby's Dream Land 3, it was the Heart Rod, and in Kirby 64: The Crystal Shards, it was the Crystal Gun.

Dark Matter is a force of negative energy. It takes orders from no one (excluding its mind, 0). However, it actually lives a lonely existence. It is jealous of Dream Land's lifestyle, so it constantly targets it to recreate Pop Star into a dark world where no one can be happy.

Dark Matter appeared in the pilot for the anime Kirby: Right Back at Ya! as a monster made by Nightmare, even though it didn't make it into the anime itself.

0 (Zero)
0 is the being that directly controls Dark Matter. It generally resides at the core of a massive cloud of Dark Matter, in the form of a giant eyeball with a red iris.

It appeared for the first time in the final battle of Kirby's Dream Land 3, after Kirby defeats a single Dark Matter cloud. It attacks by throwing blood drops and mini-versions of the Dark Matter cloud Kirby had destroyed before at him, and can also charge him and then fire blood at him from the background. When 0 takes enough damage, the red eye in the center of its body pops out and begins to chase Kirby around. The eyeball itself has much less defense than the body it was in the center of had. After the eyeball is destroyed, 0 falls, and Kirby is able to destroy the massive cloud hovering over Pop Star.

In Kirby 64: The Crystal Shards, 0 returns as 0² (Zero Two), an angelic-looking form of 0 with a halo, and geometric, segmented wings. Upon collecting all 100 crystals, Dark Matter returns as a massive planet called Dark Star hovering over Ripple Star, and using the energy of the now complete Crystal to destroy the planet. Navigating through the single level it holds, the player reaches 0². It attacks with supernovae-like blasts from its eye as well as green gas from its green spiked tail. Kirby must destroy it to free Ripple Star entirely from Dark Matter's grasp. To do so, all he has to do is shoot its eye with the Crystal Gun many times, then, the halo, and finally, its tail, the only way to deal actual damage. Alternatively, he can also shoot and destroy its wings, which will make it move more slowly, and also make its eye easier to hit. Upon its health being depleted, 0² explodes, destroying Dark Star along with it.

In the anime, there is a large eyeball on the front of Nightmare's Fortress that looks like 0.

Miracle Matter
Miracle Matter is the boss of Ripple Star in Kirby 64: The Crystal Shards, and appears to be the final boss of the game until all of the Crystal Shards are collected, after which an additional planet called Dark Star, with 0², the real final boss, at the end, is revealed. Its appearance is shown as a large white icosahedron with 20 red eyes, having one eye on each face. It has the power to transform into all of the seven abilities that Kirby can copy in that game, and Kirby must damage it by inhaling its projectiles and spitting them out at it when it possesses the same ability as the projectile Kirby has inhaled; otherwise, Miracle Matter won't take any damage. Alternatively, Kirby can come into the fight with an ability in hand; he can only hurt Miracle Matter with an ability when Miracle Matter possesses the same ability as the one Kirby is holding, though it doesn't need to be a pure ability as it can be damaged by an ability mixed from 2 types as long as it is using one of those two types. As damage is landed on it, its eyes start to turn completely black, one at a time. Once all of its eyes turn completely black, Miracle Matter explodes revealing the last big Crystal Shard. Miracle Matter is considered the most time-consuming form of Dark Matter that Kirby has to fight.

Dark Nebula (Dark Zero)
In Kirby: Squeak Squad, there is a character known as Dark Nebula (Dark Zero in the Japanese version). It was sealed in a chest to protect Dream Land, but The Squeaks fought for it, thinking it hid the ultimate power. Meta Knight later took it unexpectedly, bringing it to the revived Halberd in order to prevent it from being released. It eventually was, and possessed the Squeaks' leader. When Kirby defeated him, Dark Nebula escaped and Kirby followed it, armed with the Triple Star Rod. It fought Kirby using elemental attacks, like huge fireballs, ice beams, and electrical fields. It was defeated and destroyed.

Dark Mind
A similar-looking character, Dark Mind, is the final boss of Kirby and the Amazing Mirror. Though it has similar forms to Dark Matter/0, it is unknown whether there is any connection between the two. It is possible that Dark Mind is the "Mirror World" form of Dark Matter or perhaps that of Nightmare (As both have a similar appearance to Dark Mind's Different "Phases"), yet neither of these theories have been proven. Phase one of Dark Mind takes on an appearance to Nightmare, while phases two and three of Dark Mind look similar to Dark Matter but more like 0. However, Phase 3 resembles the "Nightmare Power Orb."

Gooey
Gooey is Kirby's friend who appeared in Kirby's Dream Land 3, and is a non-evil glob of dark matter. However, he has been around since Kirby's Dream Land 2 as a "friend" that could be rescued after a mini-boss fight (he really appeared just to tease you and would restore 1 point of health if touched). Gooey is a dark blue limbless blob with a smiling face, that consumes opponents by his tongue rather than sucking. It is similar to Yoshi's attack, except rather than jabbing straight forward, it whips around a little as he attempts to make contact. He takes on a similar appearance to Dark Matter when he joins Kirby in the final battle of Kirby's Dream Land 3 as he has small orange blobs around him, just like Dark Matter.


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Kirby franchise strategy guide/Bosses/Whispy Woods

Whispy Woods is a video game character from the Nintendo Kirby series. Generally he appears as a boss, usually the first one in many Kirby games. Whispy is a large apple tree whose most common attack is dropping apples from his branches, which damage Kirby on impact.

In the side-scrolling Kirby games, the apples that fall from Whispy's branches (which usually cover the entire top of the area) can be sucked up and launched back by Kirby. The tree's weak point is his face, which must be hit for him to take damage. Whispy's secondary attacks, which can vary from game to game, include shooting puffs of air out of his mouth, shooting up pointed roots, and dropping spiked balls (known as Gordos in most Kirby games) out of his branches instead of apples. Neither of these attacks can be sucked up by Kirby. Because he is stationary in most games, Whispy is intended to be one of the easiest and first bosses to defeat.

Appearances in Kirby Games

 * Kirby's Dream Land
 * The first boss of the game is Whispy, who is fought at the end of Green Greens, and he is also later fought near the end of the game, along with all the other three bosses before King Dedede.

 * Kirby's Adventure
 * The boss of the first world, Vegetable Valley, is Whispy. His attacks do not change from his first appearance.

 * Kirby's Dream Land 2
 * Whispy again appears as an early boss. In this game he starts using the attack where his roots can pop out from underground and hurt Kirby.

 * Kirby's Dream Land 3
 * In this version, Whispy Woods has been possessed by Dark Matter. Whispy's moving roots will kick Kirby if he gets too close. After receiving enough damage, his face becomes menacing and he will start walking forward on his roots, becoming a scrolling boss; the fruit he drops takes on a rotten or bruised appearance.

Whispy Woods is one of the courses in this game, not doing much of anything except to act as an obstacle.
 * Kirby's Dream Course
 * Kirby Super Star
 * One of the main games, entitled Spring Breeze, is a remake of Kirby's Dream Land. Some of the other games in Super Star feature Whispy Woods as a boss as well. Twin Woods is a variation of the boss, and are basically two trees identical to Whispy that face each other, with Kirby having to battle both simultaneously.

 * Kirby 64: The Crystal Shards
 * The first world of Pop Star has Whispy as a boss. Whispy is surrounded by a round dirt path which is where Kirby can walk on (the game is 3D, although it's still side scrolling; the game camera keeps Kirby in the center of the screen as he moves). Kirby can't attack Whispy yet; he is defended by smaller walking tree stumps (called 'Whispy Jr.'). Whispy spits apples which must be spit at the Whispy Jrs. After they are defeated, Whispy gets angry and alternates between spitting puffs of air, shaking countless apples out of his leaves, and sticking his roots out of the ground; the roots are his weak point.

 * Kirby: Nightmare in Dream Land
 * A remake of Kirby's Adventure.

 * Kirby's Pinball Land
 * Whispy is one of three bosses in this game, and also an owner of one of the game's three pinball tables. To defeat Whispy, Kirby must launch himself into the tree's nose several times.  Whispy will drop spiked balls that freeze the pinball flippers (making them unmovable) temporarily.

 * Kirby Air Ride
 * Whispy can be seen in the city in the mode City Trial; however he is mainly just scenery, sitting among the trees in the forest section of the city. Constantly hitting him will make him show his "defeated" (crying) look.

 * Kirby: Squeak Squad
 * If you look closely while at both the title screen and the main menu, you may notice that Kirby is standing next to Whispy, while in the main menu the Squeaks are moving around that same area that the title screen took place at as is Kirby.

 * Kirby (Wii)
 * Whispy appears in the trailer being defeated by Kirby, apparently being a boss once again.

Other games

 * Whispy appears in Super Smash Bros., in Dream Land, Kirby's stage. Occasionally, he blows air in order to push the characters to the side of the arena and fall. This level also appears in Super Smash Bros. Melee and makes an appearance in Green Greens, where, in addition to blowing fighters off the stage, also tosses apples that can be used as throwing items or recovery items.

 * Whispy did not appear in Kirby & the Amazing Mirror, but there was a boss named "King Golem" in the game, who looks very similar to Whispy, except that Golem is actually a stone column and makes rocks fall from the ceiling to harm Kirby. It is very likely he was the Mirror World version of Whispy.

Kirby: Right Back at Ya!
Like many other characters that are enemies in the games but friend in the anime, Whispy Woods is a friend in the anime series.

The anime features him as the king of forest in Dream Land. At first, he thought Kirby, Tiff, Tuff, and Tokkori were intruders. He attacked them when they built a campfire too close, dropping all his apples. It was actually a plot by King Dedede, who wants to destroy Whispy and his forest to build his own private golf course. He almost succeeds, but Kirby had saved one of Whispy's 'Apples of Life' that allowed the tree to be reborn, as well as the rest of the forest. Dedede constantly schemes to build his golf course during the series, while Whispy becomes Kirby's ally.

Whispy is several hundred years old, and very wise, though he has a bit of a temper. He's very kind to his friends, but shows no mercy to those that threaten his kingdom.


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Kirby franchise strategy guide/Bosses/Kracko

Kracko (クラッコ) is a character from the  franchise. It first appeared as a boss in the Game Boy game Kirby's Dream Land.

It resembles a large cumulus cloud with spikes protruding from all sides, and a single large eyeball in the center. Kracko has a similar battle tactic in each of these games. It will either release electricity clockwise, dive across the screen, drop an enemy, or, more recently, create a damaging rain shower.

Kracko is typically first seen in an "immature form", sometimes called Mini-Kracko or Kracko Jr. It retains its huge eye, but the eye is surrounded by four orbs, which it either spins rapidly or launches in different patterns. This form either fights as a mini-boss earlier in the game, or immediately prior to transforming to its "adult" form. Mini-Kracko also starts off as a blob in a bigger cloud in Kirby's Dream Land 2, and fights mainly using Co-Krackos (very tiny, mostly harmless Krackos that Kirby can inhale). Co-Krackos are also used in Kirby's Dream Land 3 in the battle featuring bosses from the previous game.

In Kirby and the Amazing Mirror, it also does a spiral dive.

Appearances in Kirby Games

 * ''Kirby's Dream Land
 * Kracko was the fourth boss in the game, and the third boss in the game's remake, titled Spring Breeze, which appears in Kirby Super Star. Both times it was the boss of the stage titled Bubbly Clouds. Kracko will drop Waddle Doos which Kirby can inhale and spit back for damage; swallowing them is also possible although useless, as this is one of the rare Kirby games not to feature the ability to copy powers. In Extra Mode, he moves faster and drops bombs.

 * Kirby's Adventure
 * Kracko also appeared as the fourth boss in the NES title and its 2002 remake, Kirby: Nightmare in Dream Land, for the Game Boy Advance. This time it was the boss of the stage titled Grape Garden. Kracko would drop Starmen enemies that Kirby could inhale for abilities.

 * Kirby's Pinball Land
 * Kracko is the boss of the Kracko Land pinball board, and starts out as a flying eyeball with small spheres encircling it. When Kirby hits it enough, it shows its regular form and floats around throwing out Flappers. It attacks the flippers by zapping them with lightning.

 * Kirby's Dream Course
 * Kracko appears as one of the courses in two player mode, occasionally shooting lightning at players that pass under him.

 * Kirby's Dream Land 2
 * Kracko must have both his forms battled back to back, the singular eye and the cloud. He drops Co-Krackos for Kirby to inhale and uses his usual electric attacks.

 * Kirby's Avalanche
 * Kracko is one of the characters the player challenges to a game of Avalanche.

 * ''Kirby Super Star
 * In the Kirby's Dream Land remake in the game, Kracko also drops raindrops and streaks lightning bolts across the ground. His beam attack from the original game is also reused. He releases Waddle Doos, which give the player the Beam ability or can serve as ammo.

 * Kirby's Tilt 'n' Tumble
 * Kracko appears as the boss of Levels 3 and 5. Kirby uses the Gravity Balloon item to spit at Kracko many times with air bullets. Kirby must defeat Kracko before it fills up the entire area with Gordos; otherwise, it will dive-bomb him and knock him out cold regardless of anything. It is in Level 5 that Kracko starts shooting lightning.

 * Kirby's Dream Land 3
 * Kracko has a cameo as one of the paintings the boss Ado creates that comes to life. He acts similar to his appearance in Dream Land 2.

 * Kirby Air Ride
 * Kracko appears as a weapon in Top Ride, where it will shoot lightning bolts at players opposing the player who picked up the power-up.

 * Kirby and the Amazing Mirror
 * Kracko appeared in Kirby and the Amazing Mirror as the boss of Mustard Mountain.

 * Kirby: Canvas Curse
 * Kracko was once again a boss, but not in the traditional sense. Kirby faces bosses in a series of mini-games in this installment. Before facing Kracko he must progress through a Breakout style mini-game, using paddles to send him ricocheting about. When fighting Kracko he must hit him and destroy his cloud cover, and then target the eye.

 * Kirby: Squeak Squad
 * While not technically the same, a new boss called Mecha-Kracko appears as a boss in this game. It looks and acts very much like the real Kracko. Created and piloted by Squeaks member Doc, it is a machine with four yellow spikes and four holes that constantly spout smoke that covers the robot.

Anime
Kracko appears in the Kirby anime Kirby: Right Back at Ya! episode "Secret of the Star Warrior", aired in the USA as "Dark and Stormy Knight".

It is bought by King Dedede from Nightmare Enterprises and attempts to give Kirby a jolt, but Tiff calls the Warpstar and Kirby rides into battle, becomes Sword Kirby, and defeats Kracko with a few Sword Beams which sliced Kracko in half, causing it to explode and the massive group of black clouds it comes with and hides out inside to disintegrate.


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User:Kpope95525/sandbox

= Yard Welding Fundamentals: = = Who this book is written for: = This book is written for the guy who wants to learn to weld but can't learn it in a formal setting. This is for the guy who just went out and bought a welder and now is trying to make something with it. Because I am that guy.

I am writing this to pay down a debt. The debt I owe is to a machine shop in the Arcata Bottoms. They know who they are. In exchange for my doing a little yard work around the shop, these otherwise shrewd businessmen let me run a welder just outside one of their shop doors. For them, it must have been something like having a dim-witted step-brother living under their porch steps.

In my defense, I did my best to keep out of the way. This was a busy shop. But every once in a while one of the crew would stray too close or linger a little too long in conversation, and an invaluable lesson thereby would be imparted. After this happened a couple times, I asked one of the partners about leveling the balance sheet, because I like quid-pro-quo, not charity. The deal we hit on was a good one: Whatever I learn from them I pass it on. Hence, this book.

= What is a Yard Welder: = I say "yard" welder because I need a way to distinguish myself from tradesmen. This is out of respect for the trades. Picture an old asphalt lot bounded by brambles and weeds. There, tucked in a corner behind a rusted-out concrete mixing truck is the Yard. It is about as sophisticated as a bulldog in appearance.

= Tips for Getting Started: =

1) Get a fan.
Smoke in your helmet is annoying and distracting. You don’t need that when you are trying to lay in a weld. And you can’t just count on whatever the breeze is, either. All that heat and gas coming off your work can swirl around you, even when you are lined-up with the breeze. So get a fan. A big, nasty-powerful fan, and practice working with it in different settings.

2) Take positioning seriously.
Sometimes you have to be your own jig. So get in the habit of making dry runs before lighting the arc. You will be focused on other things when welding, so take a moment to settle yourself with the position and motion that you will be using as you weld. Do not just fold yourself into the first way you think the position should be. Give yourself a minute to experiment. Hold yourself in different ways and place the electrode along different angles in the holder to find what works best.

Also, always be varying your distance, position and weld direction when practicing. Run left to right then right to left. Run at a distance and up close. Run from up high and down low. Use both pushing and pulling techniques. Do not just run the same weld in the same direction from the same position over and over, unless you are just getting started.

= The Machine: = ''This is my welder. There are many like it, but this one is mine.''

To weld, you have to know your machine. How well? A machinist I know calibrates his welding by ear. He knows so well the engine driving the welder's generator it speaks to him like a radio playing music. He just sets the tune.

That kind of perception comes by applying attention over time, and that is why care and maintenance of the machine also are the welder's work. Every day, before you even hook onto the machine, give it the same kind of go-over you would if you were riding for the pony express and the machine was the horse. Lavish it with attention, even if only briefly. Let your eyes and hands travel all over it--taking note of even the faintest signs of wear or excessive play. Check your fasteners, wipe any smudges, and fret over every blemish. Always check the oil before starting. Then start it up and listen to it run while it comes up to temperature--all the time taking note of what you hear.

You don't have to name your machine, but you should know its personality.

= The Setup = First pick the material you want to work with--mine was 3/16” mild steel. Then pick your electrode type. The crew at the machine shop said 7018 was what they preferred. Once you have picked out an electrode, go to its manufacturer specs, learn everything you can about how the rod was design, and determine what diameter you need for the amps/material that you will be welding on.

I chose 1/8” for the rod diameter. That rod was advertised as effective from 90 to around 160 amps. The next step was to fire up the welder and start experimenting. Here is what I learned.

1) 7018 is not “fast freeze” flux. So a finished bead tends to have more elongated ripples in it.  So if you read somewhere that a bead should looked like a series of “stacked dimes,”  the writer probably was using some other rod or process.  My 7018 stringer beads were never “dimey,” even though I spent a lot of time trying to make them so.

2) 7018 is made to run low and straight. Once you get your machine dialed in well, the rod will do most of the work.  Most all you need to do is to gently hold it against the leading edge of the puddle and just let it lay itself into the weld.

3) The natural width of a puddle, once you have one going, largely has to do with the voltage at which the rod is running, and that is not something you control. You can dial up the amps you are using, but that just increases the penetration.  So unless you just camp out over a spot and let the rod pool, the width of a stringer bead is just whatever the rod was designed to produce at whatever voltage the welder sets to maintain the amperage at which the machine is set.

4) To find a baseline, I adopted the adage: Set amps so you can run a tight arc (just enough), then run a tight arc.  Another adage that helped was to add 1 amp for every .001” of electrode diameter.  With 1/8 (.125) diameter rod, 120 amps of current worked allright for starters.

5) The hotter the metal gets, the more it resists the flow of current.  At some point, if the piece you are working on gets too hot, the machine will have to raise the voltage in order to maintain the target amperage.  That means more watts on the work.  More wattage is more heat.  So unless you pause to cool the piece off, from time to time, be prepared to lower the amperage setting to keep the electrode and the work from melting too fast.

6) You will find yourself experimenting with different machine settings as well as different travel speeds, electrode angles and heights, etc.  It is mostly learning by trial and error.  At some point, it is of tremendous benefit if you can get a professional welder to look at what you are doing.  You don’t want to be practicing bad technique and sometimes there is no knowing for sure if you got it right.  Five minutes talking with a pro can save you weeks of guesswork.

= Seat Time: =

Reading about welding can help you understand how to be a better welder, but only to the extent you are able to put what you read into practice. This is because the act of welding largely is kinesthetic. If you have every played a sport, then you know what it is like to teach yourself to move in certain ways. You start by thinking your way through the move to get an idea of how your muscles will need to work together. Then you practice until it all starts to feel natural. When are you done practicing? Never. You are always seeking to improve your technique. Even your breathing can matter.

To teach myself a move I take three steps. First, with the welder offline and my helmet off, I’ll size up the path I need to follow. I first try to determine how best to place my lower torso. Then I grab a loaded stinger, take a position, and experiment working the electrode along where I will draw the puddle. I want to get an idea of how I am going to have to move as I draw the weld. That gives me a place to start. I make adjustments, fire up the machine, and the rest is just trial and error until your muscles obey without your thinking and the puddle you trace is smooth and even.

*** something about practicing always to meet changing conditions...every weld is unique.

= You’ll need a good back-hand = To be a welder, you can’t just go left to right. You also have to go the “other” way. That means pushing when you might normally pull, moving across the body instead of away, and using the backhand muscle (the tricep) instead of the forehand (bicep). The forehand was the more natural, at least for me, because that is how I learned to write. The backhand (or cross body) motion took more practice. Here is what I learned.

Using your backhand often means you draping the electrode cable over the "other" shoulder, standing with the "other" foot forward, and switching to using the "other" side of the electrode holder, etc. It feels very "other" and may take some practice. At first, I was gripping the electrode holder way to tight. I needed to practice letting my hand relax. I watched a guy explain his badminton backhand technique on Youtube, for insight.

After a day or so, you find your control with the new set of muscles you are using and it becomes just another technique to practice and refine. Read the section on Seat Time if you have not already.

= The eyes follow the puddle and the body follows the eyes. = This is a kind of simplifying mantra, or maybe it is an incantation. I started saying it right before I strike an arc. It works because, after you have picked your electrode, dialed in the machine, and practiced your technique, when the arc lights, all the things that came before were just to help you draw a good puddle. So don’t just keep an eye on the puddle, lock it in the cross-hairs of your concentration. Gear everything you do to keeping it stage center, uniform, and looking like you want it to. Your world rotates around that weld puddle when the arc is lit.

= Scraps = The Welding Circuit:

Back to music as the analogy: Think of the welder as a set of bag pipes. The engine/generator combo is what huffs out the bag, and the circuit is the part where the sound comes from. Every welder should be familiar with the circuit he is welding on. I use a Lincoln Electric Welder from the Ranger class. These are called "choppers" by some. A chopper first routes the AC output from the welder's generator through a rectifier to produce DC current. This current is then routed through a control board with a microprocessor running at tens of thousands of cycles per second. This is a time scale far beyond the reach of human perception. In a single beat of your heart, the welder might send 10,000 or more pulses (or pulse gaps) of current, each one tailored toward keeping the weld current constant, in the aggregate.

What they don’t tell you in the brochure.

In a way, it runs just like a light bulb. You don't notice it, but

By "familiar" I mean you should at least understand how the components  The circuit I weld on is called a "chopper." different

the the musician and the welding circuit would be the instrument.

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Kirby franchise strategy guide/Bosses/Lololo and Lalala

Lololo and Lalala (ロロロ and ラララ) are characters from HAL Laboratories' Eggerland and  series of video games. In Eggerland, their names are Lolo and Lala.

Eggerland Series
Lolo first appeared as the main character in the Eggerland games, and later the popular Adventures of Lolo series for the Nintendo Entertainment System.

In these games, Lolo was a brave adventurer who had to solve series of puzzles to save Princess Lala from King Egger and his evil empire. He had the ability to turn enemies into eggs and push objects around, but otherwise was defenseless. Lala herself was eventually made a playable character. Lolo and Lala become married at the end of the first sequel. Much later in the series, as King and Queen, they have a child, Prince Lulu.

Kirby series

 * Kirby's Dream Land

Lololo and Lalala first appeared in the Kirby series as bosses in Kirby's Dream Land in the second stage, Castle Lololo. In their stage they would push green boxes around (much like in their own games) on platforms to try and hit Kirby. (This style of boss fight would later be copied by Nruff and Nelly and Pon and Con in later games.)

 * Kirby's Avalanche

Lololo and Lalala show up as fellow contestants. They are the only characters in the game that haven't made an appearance in Kirby's Adventure / Kirby: Nightmare in Dream Land.

 * Kirby Super Star

The sub-game 'Spring Breeze', based on the original Kirby's Dream Land, featured Lololo and Lalala's graphically updated reappearance. Their stage and boss fight are the same as the earlier version.

 * Kirby: Right Back at Ya!

Renamed to Fololo and Falala in the 4Kids dub, the pair's role in the anime is quite different from any of their games. No longer royalty themselves, they are the servants and friends of Tiff's family and live in King Dedede's castle.

Instead of walking, they float. They were actually a creation of Nightmare named Lola (Fofa in the dub) that was split into two people by the monster Slice n' Splice (KittariHattari (キッタリハッタリ)). Because of this they feel a strong connection to each other and are nearly always together. They're both very friendly and helpful, aiding Kirby whenever they can.

While they have more appearances early in the series, later on they seem to appear less and less, making some fans wonder if the writers didn't just forget about them. Interestingly, the name "Lola" first showed up in Kirby's Avalanche, where it is used as an abbreviation during their game.


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Kirby franchise strategy guide/Bosses/Nightmare

Nightmare (ナイトメア naitomea), also known as the Cloaked Nightmare according to the Star Rod trophy in Super Smash Bros. Melee, is a fictional character in the Kirby series of video games. He was the ultimate villain of Kirby's Adventure, the franchise's sole Nintendo Entertainment System game, and was the final boss Kirby had to fight.

In the games
The game's story revolves around Nightmare invading the Fountain of Dreams. As a result of this, King Dedede splits up the Star Rod into seven pieces and gives them to his sub-bosses, preventing Nightmare from using it to spread bad dreams. Unfortunately, without the Star Rod, the people of Dream Land have dreamless sleep, so Kirby goes on an adventure to reclaim the pieces of the Star Rod and put it back together. Kirby does not know of what's really going on until after he defeats Dedede in battle and places the Star Rod back in the Dream Fountain. As a result, Nightmare tries to get the Star Rod, but Kirby uses it to fight Nightmare.

Nightmare's first form, the Nightmare Power Orb, is fought in midair as a ball shooting star-shaped missiles at Kirby, similar in style to Kaboola (the blimp from Kirby's Dream Land). If Kirby and the Power Orb fight long enough they will find themselves at the ground. Basically, although the battle starts in the sky, Kirby and the Power Orb slowly move downward as they fight. After Kirby defeats this first form, the battle moves to the moon, where the second half of the battle commences. There, Nightmare takes on his second and regular form, Nightmare Wizard, which resembles a vampire (or possibly a wraith or genie). Curiously, Nightmare seems to have less defense in his regular form, as it takes fewer hits to defeat him this time than in the previous phase. However, Nightmare makes up for this by only being vulnerable while he is attacking, and even then only in the lower half of his body. He attacks by shooting stars, coming upside down and trying to crash down on Kirby, or using his tornado attack, and can even teleport around (interestingly, some other final boss monsters in the Kirby series that can teleport include Dark Mind and Marx). Upon taking enough hits from the Star Rod, Nightmare dissolves into nothingness, thus ensuring that "tonight, Dream Land will sleep well".

With the exception of a non-fightable cameo appearance of his ball form in Kirby's Avalanche, Nightmare did not appear in another new Kirby game afterward. In fact, many elements from Kirby's Adventure found their way into Kirby Super Star on the Super NES, but Nightmare himself did not. One particular boss battle, that with Marx in the "Milky Way Wishes" portion of the game, even used the same setting as the final battle from Kirby's Adventure. Nightmare's only other appearance was in Kirby: Nightmare in Dream Land, the Game Boy Advance remake of Kirby's Adventure. A character named Dark Mind, who appears in Kirby and the Amazing Mirror resembles Nightmare and another Kirby villain named Dark Matter as if they were fused together. Nightmare was also later seen in a picture found in one of the treasure chests in Kirby: Squeak Squad. That picture is of a group of the major bosses in various Kirby platform games, which includes King Dedede, Dark Matter, Dark Mind, Marx, and Nightmare himself.

In the anime
Likely due to the fact the anime coincided with the release of the Kirby's Adventure remake, Kirby: Nightmare in Dream Land, it was decided that Nightmare be the main villain for the series, Kirby: Right Back at Ya!.

In the series, he runs the evil Holy NightMare Co. In the English dub, he runs 'NightMare Enterprises', or 'NME' for short ('NME' is pronounced 'enemy'). In addition, Nightmare's name is changed to eNeMeE.(Once again, eNeMeE is pronounced 'enemy'.)

The anime version of Nightmare already dominates much of the universe from the series' beginning. He uses his ability to create an endless number of creatures known as demon beasts to conquer civilations. He also sells them to unsuspecting customers for a profit, via the Internet.

His only opposition are the Star Warriors and Galaxy Soldier Army, but he defeated all but a few of them before the show begins.

Early in the series, it is revealed that Nightmare isn't always successful in creating new demon beasts. On rare occasions, they disobey him. The stone sage Kabu tells the siblings Tiff and Tuff about a time when one of Nightmare's creations turned against him. It is very strongly implied that this rebel was Kirby (although some fans believe it may be Meta Knight, there is little evidence beyond speculation).

Nightmare appears only as a shadowy figure in the background for much of the series, masterminding various plots against Kirby. However, much of the time he doesn't seem serious about defeating the young Star Warrior (The most logical explanation is that like many villains, he is very over-confidient). His full form isn't revealed in the final episode, and never is.

As told in one of Nightmare's lines later in the series, he is a dream just as his name implies. He seems to be an embodiment of life's fear and suffering, and so he strives to bring more pain in order to increase his power- and will always exist as long as people hold fear in their hearts.

One of Nightmare's only employees we see is Customer Service (known in the English dub as the Nightmare Enterprises Salesman). He is likely also a demon beast Nightmare created, and is solely responsible for handling the company's sales (and sometimes advertising.) Customer Service speaks very politely in the original version, but doesn't pass up a chance to subtly insult customers like King Dedede. In the dub, his persona is more that of the stereotypical used car salesman. Nightmare Enterprises Salesman, when initialed, become NES, which may be a reference to Kirby's Adventure.

Both characters are voiced by Banjō Ginga in the original version. In the dub, Nightmare is voiced by Andrew Rannells, and is often criticized for not being an accurate portrayal of the character. Dan Green voices Nightmare Enterprise Salesman, and is often considered one of the better voices in the dub.

Nightmare Enterprises
Nightmare Enterprises, or for short NME (a play on enemy). known in the Japanese version as Holy Nightmare Corporation (ホーリーナイトメア社), or HNM for short, is a fictional corporation that appears in the Kirby: Right Back at Ya! anime. It is found in Nightmare's Fortress and led by Nightmare (eNeMe in the English dub of the anime).

Nightmare created the company tens of thousands of years ago as a front for the armies of demon beasts (monsters in the English dub) that he uses to conquer planets. NME already has control of much of the universe at the series' beginning. He also profits by selling his demon beasts to customers like King Dedede.

In addition to various demon beasts, NME also produces a plethora of mundane items- such as clothing- and it even has its own TV network, Nightmare Network. However, all profit goes to the same evil purpose.

The company's base of operations was finally destroyed when Kirby and the rest of the Halberd crew blew up the entire fortress from the inside in the final episodes.

Nightmare's Fortress
Nightmare's Fortress is a planet-sized fictional space station that serves as the company's base of operations. Its appearance is first shown in the show's closing episodes (released in America as the direct-to-video film Kirby: Fright to the Finish).

Nightmare's Fortress appears to be a gigantic, dark blue, U.F.O.-like spaceship with huge, glowing structures covering the surface. The inside is a maze-like mass of metal corridors and massive trenches as well as trolleys like those found in the Halberd. A red orb on the front of the fortress could be a reference to the computer HAL 9000 from 2001: A Space Odyssey, as the company that produces the Kirby series did take its name from the film. It is more likely that it is a reference to the Kirby series villain Dark Matter, although it never actually appeared in the final version of the anime (as it only appears in the pilot).

The fortress itself is controlled from its command center at the very heart of the base, which is also used to deliver the monsters to customers like King Dedede himself via the monster transporter located inside it as well as control all other aspects of the company and fortress.It is accessible from an elevator, and is also the very same room where he often speaks with the shadowed Nightmare in. The command center is found inside a metallic tower with a top connected by tons of metal cables, plus it includes that same elevator used to access that very room the Salesguy speaks to Dedede from.

Another part of the fortress is Nightmare's private room, containing only a giant chess board suspended in space. That is the place place where Nightmare creates nightmares and all of his demon beasts- including Kirby. It is first seen in the episode "Kirby's Duel Role".

Another portion of the fortress is the Demon Beast Training School, revealing in episode 94, Escaped Demon Beast Phanphan, aired in the US as The Cowardly Creature. There, various monsters are split up between four classes (the flower class, star class, moon class, and snow class) where they train and compete against each other to be the best. It is led by an assortment of evil clown-like creatures and resembles a circus in some ways.

The Fortress resembles the Mecheye level in Milky Way Wishes to the exception of the red eye in the middle.

Destrayas
Destrayers (sometimes known as Destrayas) serve as protection for Nightmare's Fortress. They are massive disk-shaped ships that attack by firing orbs from their bottoms or lasers from their fronts. Their attacks are very powerful, and one was even able to chip off a piece of Kirby's Warpstar. The first of the Destrayers showed up in the two-part episode "Crisis of the Warpstar", aired in the USA as "Air-Ride-in-Style".

Air Riders
Air Riders also protect Nightmare's Fortress. They are alien creatures riding on four different Air Ride machines (Formula Star, Rocket Star, Winged Star, and Shadow Star (Devil Star in the original Japanese.)) and carrying different weapons. They are stored inside Destrayers and fly into action when needed. The weapons they carry include batons, flamethrowers, gold maces, endless supplies of tops, and missile launchers (which look like their flamethrowers but shoot missiles instead of flames). In the original version, the Air Ride Machines they ride on are said to be what Nightmare stole from the Star Warriors that were all but leveled by his monster armies. According to Kabu, Nightmare had been stealing these Air Ride Machines throughout the universe. For every Air Rider that Kirby defeats, he gets to ride on its Air Ride Machine until it is destroyed.

The letters shown in the beginning of the names for the Air Ride Machines are placed on each of the Air Riders' foreheads. The letters show what Air Ride Machines they ride on. The "F" symbolizes that that rider rides the Formula Star, the "R" symbolizes that it rides the Rocket Star, the "W" symbolizes that it rides the Winged Star, and the "S" (in the Japanese version, the letter is a "D") symbolizes that it rides the Shadow Star (or Devil Star).


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Kirby franchise strategy guide/Bosses/Dark Mind

Dark Mind is a fictional character in the Kirby series of video games for Nintendo.

He is the final boss of Kirby and the Amazing Mirror, and the true villain of the game who attempted conquering the Mirror World.

Dark Mind Form 1.0
Dark Mind first appears as he does in the picture to the right. If you look closely, you can see phases 2 and 3 in his true eye. His attacks mostly consist of summoning stars, and in the last phase, he will drop a very large time bomb (which can grant Kirby the Crash power if eaten) with a blast radius that covers the entire fighting area. He can also use mirrors. Kirby must use the sword known as "Master" (obtained by Meta Knight) or another power to hit his large eye in the center of his body. He may also inhale the stars and spit them back, but this method is much more dangerous. This fight takes place over several areas, allowing Kirby the chance to regain health and lives between each round after he is teleported to other rooms.

Dark Mind Form 2.0
Dark Mind now appears as a giant eye. In addition to his previous attacks, he can now also shoot an enormous laser beam, summon enemies (such as Waddle Doos), shoot lasers off mirrors, and turn the screen upside down, reversing the players controls. Kirby can only attack when his eye is open for minimum damage, but he can also attack the mirrors to do much more damage.

Dark Mind Form 3.0
This form is similar to form 2, except considerably smaller. Kirby and remaining clones will then give chase to Dark Mind on Warpstars, which can fire stars. Dark Mind attacks with stars of his own as well as trying to ram Kirby. After he is defeated, the credits will roll while still allowing the player to attack him (and granting Kirby invincibility). A counter at the bottom of the screen will show how many times Dark Mind has been hit, with his explosion at the end of the credits granting 30 points.

Trivia

 * In Kirby: Squeak Squad, some of the treasures that Kirby can collect contain pieces of a group picture of King Dedede and all of the major villains of the series except for Drawcia and Dark Nebula. The villains seen in that picture with him are Nightmare, Dark Matter, Marx, and even Dark Mind himself.


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Kirby franchise strategy guide/Bosses/Dark Nebula

Dark Nebula (Dark Zero in the original Japanese version) is a fictional character in the Kirby series of video games for Nintendo. He is the final boss of Kirby: Squeak Squad, and the true villain of the game. He commonly appears as a giant black star with a purple glow/flames around his body and a red/pink/purple cat-like eye in the center. Some fans believe it to be the same entity as 0 from previous Kirby games, due to his Japanese name.

Dark Nebula was locked away in a treasure chest found in King Dedede's castle. After Kirby beats King Dedede at the end of Prism Plains, the Squeaks attack and take the treasure, which they think is the one that contains an ultimate power. What they don't know, however, is that the chest really contains the sinister Dark Nebula inside it. After Kirby beats Daroach at the end of Island Ice, Meta Knight appears out of nowhere and takes the chest and escapes with it to the Halberd at the bottom of the Secret Sea, which Kirby will need five colored stars to access through that door that MK has escaped through. After he beats MK to reclaim the treasure, Daroach takes it again and opens it only to become possessed by Dark Nebula and then known as Dark Daroach. After Kirby defeats Dark Daroach at the end of the Gamble Galaxy, Dark Nebula leaves his body, reverting him back to normal Daroach and his colors back to normal. Afterwards, Kirby gets the Triple Star and is able to chase Dark Nebula through two short areas.

The Chase
Dark Nebula first appears as a small, bouncing star. Kirby chases him through two short areas, each with a Warpstar at the end. The first area is horizontal with a few, easy enemies as well as plenty of item bubbles, and the second is vertical, with more item bubbles, as well as boulders that Kirby has to look out for. After reaching the Warpstar at the top of the second area, Kirby and Dark Nebula move to their final battle, which takes place on a crystal platform in space.

The Final Fight
As the fight begins, more stars merge with Dark Nebula, and his eye appears in the center before it assumes its full, stronger form, which also possesses the final treasure chest of the game.

Dark Nebula takes on several different elements during the fight, among which are fire, electricity, and ice, as well as a different set of attacks. The environment also changes with each element. Its attacks involve both firing different colored stars that Kirby can inhale, as well as all variations on the elements: ice beams in the ice state, fireballs and fire pillars in its fire state, and shockwaves of flames from those fireballs. Its electric state can also attack with an electric force field that's almost similar to that of Doc's Mecha-Kracko. Upon taking enough hits, Dark Nebula's body falls apart into many smaller stars and its eye explodes.

It is revealed after Dark Nebula's defeat that Meta Knight only fought Kirby to prevent the revival of Dark Nebula.

Trivia

 * The English version of the game refers to Dark Nebula as the ruler of the underworld, but in the Japanese version, he is referred to as the lord of darkness, which references to the fact that in the Japanese version of the anime, Nightmare calls himself the emperor of darkness.

Voice

 * In Kirby & The Amazing Mirror 2, Dark Nebula, the final boss, is voiced by Lenny Henry, who does the voice of Sporty in Little Robots.


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Kirby franchise strategy guide/Bosses/Ice Dragon

The Ice Dragon (アイスドラゴン) is a fictional creature in various Kirby video games and the anime. It appears to be a blue dinosaur (in the anime it was green with a yellow belly) capable of blowing ice, flying around by wagging its tail, throwing ice blocks, jumping around, and making icicles fall upon enemies. It is a boss in the video games.

In the games
The Ice Dragon appears in Kirby's Dream Land 2 as the boss of Level 4, Iceberg. It fights Kirby inside an ice cavern, where all Kirby has to do is inhale the ice blocks it tosses at him and spit them back at it. The icicles it rains on Kirby's head can as well be easily inhaled as ammo. Its attacks are easy to anticipate.

The Ice Dragon's mini-game is rather easy to finish. The icicles that rain on Kirby's head as he goes collecting the stars are easy to dodge.

The Ice Dragon also appears in Kirby's Dream Land 3 and Kirby 64: The Crystal Shards as a painting of Adeleine's, along with various other bosses from the game it originates from, including Sweet Stuff, Kracko, Mr. Shine & Mr. Bright, and Dark Matter.

In the anime
The Ice Dragon also appears in both the pilot for the anime (it is a baby where Kirby easily inhales it to become Ice Kirby and freezes Dark Matter) and the final version of the anime itself. It appears in the Kirby anime episode, "Goodbye, Snowman Chilly", aired in the USA as "Dedede's Snow Job".

It starts out as a baby when it's delivered to King Dedede by Nightmare Enterprises, and runs away, then bringing snow to Dream Land, thus making it the very first living organism in Kirby's universe to bring Winter to Dream Land. It also creates Chilly from its snow, who befriends Kirby. Chilly secretly tries to kill Kirby, but Kirby doesn't mind it playing rough with him. Chilly runs away, leading Kirby and his friends to find the Ice Dragon, who is now a full-grown adult. Kirby, becoming Ice Kirby after inhaling one of the dragon's crystal snowflakes, and having Chilly's help, manages to defeat it by freezing it from the inside since Meta Knight has pointed out that its exterior can withstand the cold. The Ice Dragon, frozen into a giant ice block, simultaneously explodes, and Summer returns to Dream Land once again.

The type used for the Ice Dragon is Frozen. Interestingly, the Ice Dragon in the anime also closely resembles Kraid thanks to its anime colors.

Ice Dragon Robot
There is another monster that appears much later in the anime, known as the Ice Dragon Robot, who looks just like the Ice Dragon itself. It appears in the episode "Dedede's Terror Factory", aired in the USA as "Labor Daze".

It's a machine built by King Dedede from parts made by the working Cappies and manufactured by N.M.E., and it looks and attacks strikingly like the Ice Dragon itself, thus sharing the same type as its non-mechanical counterpart. Kirby also becomes Ice Kirby when fighting this robot, but unlike the Ice Dragon, the robot surprisingly breaks free of the ice it's encased in after it's frozen. Tiff has an idea, and gets Kirby to freeze the furnace. The furnace breaks and burns the whole factory along with the robot. Everyone gets out of the factory just in time for the factory and the Ice Dragon Robot to explode at the same time.

Relatives
The Ice Dragon seems to have a few relatives of its own. Its relatives include a creature that looks like the Ice Dragon, named Galbo, who breathes flames unlike its larger counterpart. Like the Ice Dragon, Galbo also appears in various Kirby games and the anime, where are two Galbos, both big (as in the one made by N.M.E.) and small (as in the baby one that Kirby takes good care of).


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Kirby franchise strategy guide/Vehicles/Halberd

The Halberd is a fictional airship from the Kirby series. Within the series its primary function is as a massive transport for the Meta Knights and their army of soldiers, lead by Meta Knight. Meta Knight's visage graces the bow of this mighty vessel.

Appearances

 * Kirby Super Star - First appearance. Kirby infiltrated and destroyed it. It sank into the bottom of the sea in the ending.
 * Kirby: Right Back at Ya! - Second appearance. It first shows up in episode 98, 'Take off! Battleship Halberd' ('Cappy Town Down'/part of the 'Fright to the Finish' movie in the English dub).
 * Kirby: Squeak Squad - Third appearance. It uses the same appearance as the one in the anime.
 * Super Smash Bros. Brawl - Fourth appearance. The design here is far sleeker than the first one.

Kirby Super Star
The Halberd's first appearance is when Meta Knight decides he will take over Dream Land, using the Halberd to accomplish it. It is far bulkier in appearance than later designs, but still quite formidable. Kirby must travel to different sections of the ship, battling enemies and destroying it as he goes until he finally faces Meta Knight.

The most powerful weapon it has is the Combo Cannon, which Kirby must destroy as well. It has a huge amount of firepower and even shot down the mighty Dyna Blade after she aided Kirby.

It has a small crew, including Meta Knight himself, the bird-like Halberd Captain, a Waddle Dee in a sailor cap, Mace Knight and Axe Knight (also known as Meta Mace and Meta Axe).

The Halberd crashes into the sea after Kirby escapes from it while being pursued by Meta Knight.

Kirby: Right Back At Ya!
The Halberd in the anime first appears in the first of the final three episodes, "Takeoff! Battleship Halberd!", aired in the USA as "Cappy Town Down" (which also first aired in America as the direct-to-video film, Kirby: Fright to the Finish). According to Meta Knight, he had been building it by himself with Sword Knight and Blade Knight's help since he arrived in Dream Land, using plans saved from the Galaxy Soldier Army. Of course, Meta Knight had to keep the Halberd a secret because if Nightmare learned of it, all would be lost.

The anime version sports a more sleek, streamlined appearance than the game version, but keeps many of the signature design features such as Meta Knight's mask, the bat-like wings and the Combo Cannon. It is capable of traveling using worm holes, reaching Nightmare's Fortress 900 light years away in a very short time. It possesses massive firepower and an effective force shield. The wings can be retracted when the situation calls for it. Its size is never specifically stated, but it's much larger than even Dedede's castle. It is also a much more superior machine compared to Nightmare's Destrayers. It easily shoots down groups Destrayers during the attack on Nightmare's Fortress.

Inside are long corridors with special trolleys to make travel faster, and many rooms including a kitchen, jail, training room, and the massive engine room. The bridge is made to be run by a small crew, specifically Meta Knight, Sword and Blade.

The ship also appears to be based on the battleship from the 1973 anime Space Battleship Yamato, sporting a similar look and even using the same sound effects for its weapons. It is assumed to be an homage to that series, as the show is known for doing such.

The Halberd is eventually lost during the battle in Nightmare's Fortress. The Halberd is led into a trap and hides in a trench. Three Destrayers locate it and open fire. Already severely weakened, the Halberd's shields fail. Meta Knight lands the ship on a ledge and orders everyone to abandon ship. The Destrayers continue firing and the Halberd falls to the bottom of the trench and explodes with such power that it vaporizes the Destrayers that shot it down (the Halberd falls far enough that the ship itself disappears from sight before it explodes).

Kirby: Squeak Squad
In Kirby: Squeak Squad, the Halberd is seen in the background in the underwater areas of Level 7, Secret Sea. Kirby swims down to the Halberd and boards it as it rises back out of the ocean and lifts into Gamble Galaxy. Kirby makes his way through the Halberd to his fight with Meta Knight, who battles him to prevent Dark Nebula from being released.

Super Smash Bros. Brawl
The Halberd has shown up in both released Super Smash Bros. Brawl trailers in the background of a stage (and some characters were shown standing on it in the cinematics). In Brawl, the Halberd's look both reverts to the old look yet revises it again. It returns to a more menacing feel with darker colors and more realistic bat wings, but adds ornate flourishes in gold and purple, giving it a more extravagant look.

Name origin
It is all but indestructible from the outside. Its name is a reference to both a weapon of the same name. and the company that created Kirby, HAL Laboratory.


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Kirby franchise strategy guide/Enemies/Waddle Doo

Waddle Doo is a fictional enemy commonly seen in the Kirby series of video games. Waddle Doo is believed to have some relation to Waddle Dee, due to their name similarities.

Appearence
Waddle Doo's body is round; he has small arms, large feet, one eye, and two strands of hair coming from the top of his head. Although he has no mouth, he speaks with a low voice in the Kirby anime. Also in the anime he can be seen with a sheath, holding a small sword.

In Kirby games
Waddle Doo is a common enemy, seen frequently in Kirby games. WD's main form of attack is called the Beam, where he emits a beam of energy in a whip-like fashion. This attack can be copied by Kirby for him to obtain the Beam ability. In Kirby Super Star, Kirby can charge his Beam attack into a projectile, and a Waddle Doo can be created from the Beam ability, who will then follow Kirby around and attack enemies with him. Waddle Doo is also a playable character in Kirby: Canvas Curse. To unlock him, the main game must be cleared with all other characters (Kirby, Waddle Dee, Dedede, and Meta Knight), or a copy of Kirby: Nightmare in Dream Land or Kirby and the Amazing Mirror must be inserted into the GBA slot of the Nintendo DS, and he will be unlocked automatically. In Canvas Curse Waddle Doo can use his Beam attack when executing a touch dash.

In the Anime
In the Kirby anime Kirby: Right Back at Ya!, Waddle Doo commands a legion of Waddle Dees, and also is a servant of King Dedede. Although this Waddle Doo deviates somewhat from the one seen in Kirby games: in the anime Waddle Doo has a sword, which he does not have in any games, and his body has an orange color, as opposed to the red he is in the video games.


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Kirby franchise strategy guide/Enemies/Waddle Dee

Waddle Dee is a basic and common enemy appearing in the  games. They have appeared in every game, usually as enemies but occasionally as friends.

Appearance
Waddle Dees have a similar appearance to Kirby. In most cases their bodies appear pear-shaped, though in some games this is merely an optical illusion caused by the shape of the face, with the body actually being round (as in Kirby 64: The Crystal Shards). They have small stubby arms and small feet. Their face is always a light tan color, as are their feet, with their main bodies usually reddish brown. They also appear in other colors, such as yellow (as in Kirby: Nightmare in Dream Land) or orange (as in the anime series). They have two black eyes, brown or red cheek blushes, and no visible mouth (although they are sometimes seen blowing trumpets in some episodes of the anime).

There are a few variant species that appear in other games. Kirby & the Amazing Mirror and Kirby Squeak Squad feature an enemy called a Big Waddle Dee, which is two to three times the size of a standard one. Kirby & the Amazing Mirror also has a tiny enemy called 'Minni' which looks like a tiny Waddle Dee. Kirby Squeak Squad has the Gold Waddle Dee, which has much more Health Points and can be defeated to obtain a treasure chest. They often need to be trapped before they fall in a bottomless pit or water. The treasure is usually just a food item, but can sometimes be a more important/useful item.

Games
Waddle Dee is one of the most common enemies in the Kirby series comparable to the Mario series Goomba. The only way he can harm Kirby is by simply running into him, making him an easily defeated enemy. Some Waddle Dees wield parasols (they are often seen floating to the ground holding one), which can be sucked up by Kirby, granting him the Parasol copy ability. Kirby: Canvas Curse introduced spear-wielding Waddle Dees, who throw spears (at an arc) at Kirby. Rainbow lines can be drawn as shields to defend Kirby from them; stunning them also prevents them from throwing their spears. Also introduced was Puff Waddle Dees, which can usually be defeated by touching their puff and bringing them to the ground.

In Kirby Super Star's Arena, a Waddle Dee can be fought as a Mini Boss. The only difference is that this Waddle Dee has far more health than normal (it can still be defeated instantly if simply inhaled). Kirby can also eject the Parasol power to create a friendly Parasol Waddle Dee, which can be controlled by the computer or by a second player. Unlike the enemy Parasol Waddle Dees, it can use all of Kirby's Parasol techniques.

Kirby 64: The Crystal Shards had one Waddle Dee forming an alliance with Kirby after being possessed by Dark Matter (transforming it into a Waddle Doo) and subsequently fighting, then being freed from the possession by Kirby. Waddle Dee occasionally appears in levels to help Kirby progress through them, usually using random means of transportation such as log rafts and mine carts.

In Kirby and the Amazing Mirror's mini-game "Boss Endurance", when entering a door below a painting of shadows (meaning 3 mini-bosses) with a purple background, one of the mini-bosses is a Waddle Dee with a large amount of HP (as in Kirby Super Star, but this one is not stationary) and can be defeated if inhaled, like KSS.

In Kirby Squeak Squad, there are three different kinds of Waddle Dees: normal ones, large ones, and a gold Waddle Dee which, when inhaled or defeated, gives Kirby a treasure chest.

Waddle Dee also appears as a trophy in Super Smash Bros. Melee.

A Waddle Dee also appeared as a playable character in Kirby: Canvas Curse, unlocked by defeating Drawcia using Kirby. It cannot use Kirby's Copy Abilities or any HP upgrades purchased with medals. It is much lighter than Kirby but not much faster. Playing as Waddle Dee can be seen as a 'hard mode' of the game because of its handicaps.

In Super Smash Bros. Brawl several Waddle Dees carry King Dedede onto the stage at the start of a match and Dedede himself can hurl countless Waddle Dees as projectiles and large army of Waddle Dees also makes up Dedede's Final Smash move.

Anime
In the Kirby anime Kirby: Right Back at Ya!, there is a multitude (roughly 2000) of Waddle Dees who serve as King Dedede's servants. They work around the castle as guards, maids, cooks, repairmen, or any other job that needs doing. However, they are rather clumsy and weak and can often mess up. (They tend to fall onto their faces very often.)

In one episode, Curio, the museum owner, says that Waddle Dees travel in large flocks, and, if given food and a place to stay, they will stay to serve that person to repay them (in short, they will obey anyone who feeds them.)

In the original Japanese anime, the Waddle Dees are able to talk, but usually do so only when spoken to (they have a nonsense language that sounds like 'wanya wanya'). This speech was removed from the English dub by 4Kids.

Though Waddle Dees have no visible mouths, they can eat; in one episode, King Dedede gives a Waddle Dee a cookie to see how they eat, and the Waddle Dee absorbs the cookie through the spot on its face where its mouth would be. Then the Waddle Dee walks away and Escargo (the snail) says "He didn't even say thank you," which is ironic because Waddle Dees don't have mouths, as they just discovered. Waddle Dees are crazy about food, and will do almost anything to get it. They will basically work for anybody that offers food. In the same Kirby episode as mentioned before, King De De De was going over his budget when he realized he was paying millions of dollars for the Waddle Dees food. So he hired a chef, chef Kawasaki (not sure how to spell it) to give the Waddle Dees food for only one dollar. The food he served was called thin witches, which was not enough to sustain the Waddle Dee. Not only could they not work, they rebelled, their cute little eyes turning to evil scary eyes. Later in the show, a cook (King De De De's hired monster) came and fed the Waddle Dee. He fed them so much with fatty food, that some of the Waddle Dee grew King De De De sized!

Waddle Doo is commander of the Waddle Dees and can summon them at will. Because he and the Waddle Dees work for Dedede, they can be seen as Kirby's enemies, though they aren't normally used to attack him. Waddle Doo also revealed in one episode that despite commanding the Waddle Dees, he has no idea how many of them there are and simply says, "I know I got more then enough of them!"


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Super Mario Bros./Walkthrough

The game is set up as eight worlds divided into four levels each. In each level, Mario or Luigi must run or swim through the level, dodging enemies and obstacles while grabbing power-ups and coins. The game can be played by either one or two players. In two-player mode the players alternate, with player 1 controlling Mario, and player 2 taking control of Luigi. To begin the complete walkthrough, start with World 1.

 * Coin Rooms, Heavens, & Warp Zones

The standard time limit sequence for levels is as follows: However, there are six exceptions:
 * World X-1 Time: 400
 * World X-2 Time: 400
 * World X-3 Time: 300
 * World X-4 Time: 300
 * Worlds 3-2, 5-1 and 8-1 all have clear times of 300. World 8-1 is also notable because it is the longest level in the surface world!
 * Castles 4-4, 7-4 and 8-4 are all mazes, and they have clear times of 400. World 8-4 is also the only world where you can be sent backwards!

Because of the programming of the Nintendo system, seconds go at 2.5 times the speed of literal ones. This means that in both Super Mario Bros. 1 and 2:
 * All worlds with a time of 400 give you a total of 2 minutes and 40 seconds to complete them.
 * All worlds with a time of 300 give you a total of 2 minutes to complete them.

Completing the game in under 10 minutes
It is possible to beat the game in very little time. Official records have been held at 5 minutes. In order to achieve this phenomenal time, you must run as quickly as you can at all times, and avoid anything that might slow you down, such as collecting power-ups or dropping down pipes (unless those pipes lead to quicker times).

World 1-1 - Run from the start of the stage, and take the fourth green pipe from the start, and run quickly through the coin room, and complete the stage.

World 1-2 - At the final part of the level with the orange platforms moving up and down, anticipate their presence and jump to the first set of platforms that are droping, to the top of the blue platform in the middle, to the next set of platforms that are rising, and make it to the top of the screen in one fluid motion.

World 4-1 - Beat as normal. To save time, it is possible to jump over the piranha plants. Your jumps have to be timed perfectly though otherwise Mario will be killed by the plants.

World 4-2 - Towards the beginning of the level, there are a number of "?" blocks with an orange platform to the right of them. Go over this platform and you'll see three brick blocks above you. The left-most block has a beanstalk which will take you to the warp zone for world 8-1. Stand directly underneath the right-most block and jump. An invisible coin block will appear. Go underneath the middle block and a higher up coin block will appear. Now use these blocks that have appeared as stairs. Move Mario so he is standing on the highest "?" block and is underneath the far left brick. Jump to make the beanstalk appear. Destroy the center brick and climb up the beanstalk. Go to the very right hand side of the level and again go down the very left pipe. You will now be in World 8-1.

World 8-1 to 8-4 - beat as normal. You will complete the game using only a quarter of the levels and in only a fraction of the time.

title: Super Mario Bros./Walkthrough