Kirby Super Star: Milky Way Wishes (Co-op) #07   Cant Beat the... Hot? @YuuGiJoou
Kirby Super Star: Milky Way Wishes (Co-op) #07   Cant Beat the... Hot?  @YuuGiJoou
Uploaded November 2025 | Updated September 2026, 2 weeks ago
Some like it hot:
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Large-bodied helpers distinctly do NOT.

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Flame Planet Hotbeat:

This is probably the single most treacherous stage in all of Kirby Super Star. Don't touch the sides (or bottoms or tops)! ...they're largely composed of square dabs of searing hot magma! And explosions bring MORE magma! Sometimes JUST to get in your way or make progress impossible for highly desirable pickups!

Even after such a time, I can FEEL the seething disdain building from Bonkers. Just returning to Kirby on demand can result in a nasty burn. Even when Kirby's perfectly safe in a "convenient" minecart!

Fortunately, there's always the option to hold the button down and remain stuck harmlessly as a star in Kirby's shadow. Unwilling to come out for fear of the hurt of the past. Don't worry, buddy! It's safe there! ...nobody plays a two-player game for player two to actually get to PLAY, right?! (This is the eternal curse of being the second player in many a Kirby game. The monkey paw wish of "I want to play, too!" being harshly granted regardless of the cost. I'd like to say it gets better... but... ... ... well, I think game designers kinda hate P2 sometimes. Even up to the present day!)

The one Deluxe Copy Essence that I struggled the most to figure out how to find when the game was new and so was I... was Fire. You're not supposed to touch THAT! It's HOT! The time-sensitive invulnerability to such things doesn't come up until LATER anyway! You'll never make it!

Nevermind the fact that these are the ONLY magma blocks in the whole game that are just entirely intangible (but still quite hot and damaging), flying in the face of SEVERAL sub-games worth of personal and game-ingrained experience. It's no wonder I was confused for a much longer time and thought it was somehow a glitchy-feeling exploit of putting yourself in the spot where the blocks emerge from the explosions before they properly arrived, or else you wouldn't have a chance of occupying the same spot. (Be honest with me, bespoke terrain intangibility makes LESS sense here from inductive reasoning. Convective reheat seasoning, too!)

Relatively speaking, needing an ability that hits above where you're at is a far more trivial consideration... although as in previous sub-games, it's also obviously much easier for Helpers to achieve, given that they don't have to resolve a puffed up flight status before they can use their Abilities.

It's possible that P2's not the only one with a long-nursed grudge against this entire planet.

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BOSS: Chameleo Arm

Okay, WOW. I forgot about this... but not only has Milky Way Wishes coverage been sitting on a back burner for since like. Forever. Um... ... ... when we were playing Great Cave Offensive... I kinda... accidentally... actually... ... ... deleted the segment of extraneous backtracking and getting lost where we encountered Chameleo Arm? Oops!

Well, here's Chameleo Arm now!

Because... um... lizards... ... ... like it hot? Cold-blooded means can't regulate their own body temperature, so a planet that's always on fire makes perfect sense to... um... hang out.

Did you ever notice the architectural style and carvings on Hotbeat look strikingly similar to the ones on Cavious?

Chameleo Arm is also notable for having been notably absent from the footage for so long, because it's the OTHER of two bosses that dispense and thus react to the Paint ability, which can likeways always be inhaled and copied as needed without a Deluxe Copy Essence.

It's really more of an easter egg than an actual vitally important ability. It'll forcibly change Chameleo Arm's color, which normally gets randomized among a select palette when it enters the arena or becomes visible after camouflaging itself with the background. Which means that Paint actually serves the functional purpose of not letting Chameleo Arm's camouflage wear off naturally, instead forcibly re-enforcing regular visibility. So there's at least THAT functional advantage to its use in battle. (Besides just a smidge of damage... to its credit, MARGINALLY greater than simply spitting the projectile back at a somewhat flighty and difficult to pin-down enemy, visible or not.)

...at least until the battle routine reaches the point where Chameleo Arm elects to become largely invisible again, so the benefit is entirely temporary, if amusing.
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Kirby Super Star: Milky Way Wishes (Co-op) #07 -- Can't Beat the... Hot?

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