#zettel #gaming
sourced from: [[Kirby and the Amazing Mirror]]
# Is it a Metroidvania?
In the context of the game, and despite the fact that [['Metroidvania' is a flawed term]], Kirby and the Amazing mirror IS NOT a Metroidvania in the traditional sense. From the very beginning of the game, you are able to go anywhere in the world with the mechanics and actions you as the player can do. You do not get weapon upgrades that allow you to break pblocks halfway through the game. While there are parts of the world that are blocked off with specific copy-abilities, the copy abilities are temporary and exist throughout the entire game, i.e. they are not progression-gated.
## Potentially Metroidvania in that the utility-gating is done in the mind of the player
Is it a Metroidvania because YOU the player learn that you can do certain things? Or that you learn about the map in greater detail, which is an upgrade to you as a person? You don't have any of the map necessarily blocked off to you by upgrades like they are in Super Metroid or Castlevania Symphony of the Night (or even one on the Gameboy Advance like [[Castlevania Aria of Sorrow|Aria of Sorrow]]), but there are aspects of each screen that may not be inherently clear on how to progress. The big Heave-Ho blocks in mustard mountain move by hitting against the ground to make a rumble. The iron blocks only break with Burning, Hammer, Missile and a full blast from UFO. Getting to Candy Constellation can only be done from four different ways all in high up places (The tower areas of Moonlight Mansion, Carrot Castle, Peppermint Palace and Mustard Mountain). This informational upgrade to the player comes with continued play. Is that learning, or is it something more?