These foes can be inhaled.Ī bipedal walrus that wears overalls. Kirby encounters these knights in various number during ambushes. If Kirby is grabbed, he will be held in place and scratched before being released.Ī big version of Wheelie that rolls around and shoots small Wheelies.įour knights - Axe Knight, Javelin Knight, Mace Knight and Trident Knight. This sleek cat can attack Kirby by pouncing or by using a fireball tackle. He sends out smaller bugs at Kirby which can be inhaled. He can also toss explosive Coconuts for added spiciness.Ī large bipedal beetle that can grab Kirby and slam him into the ground.
This armored simian attacks Kirby by swinging his giant hammer, which resembles Dedede's hammer. Kirby's Adventure / Kirby: Nightmare in Dream Land Main article: Kirby's Adventure Main article: Kirby: Nightmare in Dream Land Mid-Bosses in Kirby's Adventure / Kirby: Nightmare in Dream Land In the Extra Game, it moves faster and in a different pattern, as well as dropping bombs, which are worth 20 points, instead of Waddle Doos. The latter can be inhaled for ammunition. It floats around, dropping small, black spheres and creating Waddle Doos. In the Extra Game, he walks faster and may bring out Gordos.Īn eye surrounded by four small orbs. He can be defeated by inhaling the boxes and spitting them back. Lololo appears from one of four doors at the right side of the screen, pushing crates that are worth 400 points across platforms and kicking them at Kirby. In the Extra Game, he throws bombs at a faster rate and may charge at Kirby. Sometimes, he briefly increases the distance of his jumps. jumps around while tossing bombs at Kirby, which are worth 20 points and have to be inhaled and spat back. Kirby's Dream Land Main article: Kirby's Dream Land Mid-Bosses in Kirby's Dream Land This is a list of mid-bosses that have appeared throughout the Kirby series. Keep in mind that these distinctions are not universal, and exceptions exist throughout the series. Bosses cannot be inhaled, excepting Flowery Woods.Starting with Kirby's Return to Dream Land, bosses tend to have multiple phases to their attack patterns, with brief periods in-between where they take little or no damage.Starting with Kirby's Return to Dream Land, bosses have their own 'defeat sound' which is distinct from the mid-boss version.Mid-Bosses are typically not fought at the end of levels, nor do they tend to have their own dedicated stages.They also flinch even less than mid-bosses. Bosses are typically tougher than Mid-Bosses, and tend to have more Stamina in comparison.This plays when they are KO'd and when they are destroyed. Starting with Kirby's Return to Dream Land, mid-bosses have a distinct 'defeat sound' which sounds like a warbling explosion.
Mid-bosses cannot be inhaled until they are downed in this way (with one exception). In this state, they cannot move or attack and can be inhaled for their ability or recruited as an ally. Mid-Bosses have a unique 'downed' state once their stamina runs out.Mid-bosses typically have their own theme that plays during their battles, distinct from the regular stage music.Mid-Bosses stand in the way of the playable character, who cannot pass by until the mid-bosses are defeated.Mid-Bosses tend to have a Stamina bar displayed to the player where regular enemies won't.They also flinch less than normal enemies, being harder to knock around. Mid-Bosses are typically tougher than standard enemies, taking several hits to defeat.The following will attempt to outline the most common differences that distinguish Mid-Bosses as their own category.
It is not always clear what separates a Mid-Boss from other types of enemies.