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Trade Policy and Trade Legislation in 1998
Speech given to a conference titled "Restarting Fast Track" Institute for International Economics Washington, DC
Trade policy has become a contentious political issue in the United States after almost six decades of bipartisan consensus. The Congressional debate over NAFTA in 1993 was the most divisive battle over trade since the Smoot Hawley tariff. The controversy over the merits or demerits of NAFTA continues to rage. The two camps fought to a virtual standoff last fall over whether new fast track negotiating authority should be extended to the President.
Trade has become the new "third rail" of American politics, both between and (maybe especially) within the parties. Fortunately, it now appears politically feasible to discuss previously untouchable topics like Social Security and Medicare. Trade was banished by both presidential candidates from the 1996 election campaign, however, after playing a divisive role in the Republican primaries (as in Democratic primaries in earlier years). Hence an opportunity to join the debate was missed. Nor did last year's conflict over fast track significantly advance the discussion.
Any Congressional action on fast track in 1998 is unlikely to progress much further in resolving the basic clash between proponents and opponents of globalization. A new consensus on which US trade policy can rest in the early twenty-first century will require much more analysis of the impact of trade and investment on our economy, including the effects on losers from the process; much more interaction between the two sets of views; and much more public education and participation in the debate. The Institute for International Economics, like many others around the country and elsewhere in the world, is working on all those aspects of the issue.
But the immediate question is how the United States should proceed in the interim while, hopefully, a stable consensus for the long run is being developed. Today's conference will not attempt to discover how to generate more votes for the legislation that failed in late 1997. It will ask a series of questions concerning the policy issues surrounding that legislation:
- Can the United States pursue its national economic and foreign policy interests without fast track authority?
- Should the scope of the negotiating authority be changed, for example, to rule out regional liberalization efforts ("no more NAFTAs") in favor of multilateral initiatives (a "WTO-only" approach)? To the contrary, to focus on a few bilateral agreements (Chile only? Also Australia, New Zealand, Singapore and/or South Africa?)? To emphasize sectoral negotiations? Solely to provide tariff proclamation authority? Some combination of these?
- Should the labor and environmental provisions, the major sources of contention last fall, be altered? To incorporate these issues in new trade agreements? To launch parallel efforts on them in other forums?
- Should complementary domestic initiatives, with respect to both the social safety net and the ability of workers to take advantage of globalization rather than feel victimized by it, be undertaken to help deal with the adverse effects of trade expansion? Do the numerous proposals made by President Clinton, especially his "G.I. Bill for Workers," and by Congressional leaders show the way to dealing effectively with the domestic consequences of future trade liberalization (as well as other sources of change in the economy)?
- Are there changes in the legislative details that could improve the fast track process while maintaining its core principles?
Papers have been prepared and distributed on each of these topics, and will be summarized at the outset of each segment of the conference. Leading members of the Congress from both parties who have been active on trade policy, especially from the House where the debate has been much more intense than in the Senate, will launch the discussion of each topic. My own remarks will be followed by overview perspectives by three of the Members who have played especially important roles in the previous and continuing debate.
In setting the stage for the conference, and hence the 1998 debate on fast track, we need to recognize the multifaceted impact of a major new development of perhaps overriding importance: the Asian economic crisis. This year, and perhaps next, are likely to be "lost years" for much of Asia including Japan—zero or negative growth, large rises in unemployment, widespread bankruptcies, unstable markets and possible political disruption. Growth in China, the other megamarket in Asia, will be dampened to a lesser but still substantial extent. There are several implications for the United States and specifically for US trade policy.
On the one hand, continued openness of the American market is essential for a successful resolution of the Asian crisis. Each of the troubled emerging market economies in the region must be able to strengthen its trade and current account balance in order to restore its economic health and regain global confidence. All these countries continue to rely on the US market for a sizable portion of their exports and thus must be able to continue selling here. Any American retreat from openness would shatter the prospects for successful resolution of the crisis.
Even more importantly, the International Monetary Fund and the United States are insisting that the Asian nations remedy their problems by accelerating the liberalization of their own economies. Every one of the troubled countries has thus committed itself to further opening its economy, particularly its financial sector but other key sectors as well, far beyond what had been achievable in all the US and WTO negotiating efforts of the past decade or more. Moreover, the APEC heads of state agreed at their summit meeting in Vancouver in November to eliminate barriers by early 1999 in nine major sectors with a global trade value of more than $1.5 trillion. Any US rejection of market liberalization could jeopardize this "potential silver lining" in the cloud of the crisis.1
Failure to legislate new fast track authority would of course not produce any new closure of US markets. Nor would it necessarily mean a reversal of the basically open US trade policy of the past sixty years. Such an outcome, however, would almost certainly be viewed around the world—notably including in Asia—as heralding a US move in those directions. It would clearly strengthen the forces within the Asian countries (and perhaps elsewhere) that would respond to the crisis by rejecting global norms in favor of protectionism, mercantilism and even xenophobia.
There would be some justification for such a reaction. We know from history that trade policy is dynamically unstable; it either moves forward steadily toward further liberalization or it retreats toward protection. The opponents of fast track could indeed be expected to follow up a confirmation of their victory of last year by seeking subsequently to roll back the liberalization of the past, perhaps starting with NAFTA and then moving on to broader arrangements if they continued to prevail. Other countries would thus be correct to react with some alarm to a toppling of the bicycle of liberalization in the United States.2
A strategy of "retreat rather than compete" by the Asian countries would almost certainly worsen their crises, causing enormous damage to the countries themselves. It would also cause enormous damage to our trade and investment interests, undercutting a source of substantial economic growth for the United States over the past three decades and an even more promising prospect for the future. It would raise the specter of renewed instability in a region where we have had to fight three wars in the past sixty years. We certainly do not want to encourage such an outcome.
On the other hand, the improvement of Asian trade balances—due to both the sharp declines of their exchange rates and the recessions they will experience over the next year or two—will produce a sizable further deterioration in our own external position. A new global analysis by my colleagues at the Institute suggests that, even if the Asian currencies bounce back substantially from their present levels (as is likely), the US trade deficit will rise by about $50 billion in nominal terms and by perhaps $100 billion in real terms.3 (The large difference reflects the sharp improvement in our terms of trade resulting from the rise of the dollar against the Asian currencies.) The real effect drives our economic growth and probably our trade politics, so the impact will be substantial (even if there are no more major market shocks that could retard our investment and consumption levels by additional amounts).
The United States is not alone in this situation. Our new study suggests that Europe will experience an even greater deterioration in its trade balance as a result of the Asian adjustment. The existence of this burden sharing is unlikely, however, to obviate much of the additional pressure on US trade policy from the further large deterioration in our position. Our merchandise deficit is already approaching an annual rate of $200 billion and the postulated increase could bring it near the share of GDP that obtained at the previous record levels of the middle 1980s. Our net foreign debt has already soared past $1 trillion and, in absolute terms, is by far the largest in the world.
Fortunately, the continued strength of the US economy enables us to absorb this trade deterioration with some equanimity at least for now. Indeed, the decline in net foreign demand will help keep inflationary pressures at bay (and the Federal Reserve from raising interest rates as Chairman Greenspan strongly implied last week). With its very high rates of unemployment, Europe may in fact be more tempted to react with new trade restrictions. We will have to work closely with the Europeans to assure that they do their share to ease the crisis—and to avoid another source of pressure on our own policies which could further undercut the outlook. Any appearance of retreat by the United States itself would of course make that task much more difficult as well.
The net effect to date of the Asian crisis on legislative strategy, in both the Administration and Congress, is apparently to shift priority to the bills that would provide new resources for the IMF and—despite the President's reiteration, in his State of the Union message, "to renew my request for the fast track negotiating authority necessary to open more new markets"—to relegate fast track to a much lower priority. I strongly support the IMF bills, testified in favor of them last Friday before the House Banking Committee, and will be doing so again tomorrow before the Senate Finance Committee. But the foregoing analysis suggests that passage of fast track authority is also an essential component of the American response to the Asian crisis. Any indication of significant US slippage on trade would be as serious as rejection of IMF support in undermining the prospects for Asian policies that will produce successful and constructive resolution of their problems—resolutions that promote the economic and security interests of the United States as well.
I therefore conclude that early passage of fast track has become imperative. We must reject the view that we must choose between the IMF and fast track. President Clinton was wise to link these issues in last week's State of the Union address and call for Congressional action on both. I would hope that both the business community and organized labor would recognize the substantial risks to their interests from US failure to move forward on either the IMF or trade policy fronts.
It would be desirable if the President could have fast track authority in time for the second Summit of the Americas in Chile in April and the fiftieth anniversary celebration of the GATT/WTO in Geneva in May. He clearly needs new authority to take full advantage of APEC's agreement to eliminate barriers by early 1999 in a number of sectors of substantial export interest to the United States. The United States will need the forward momentum provided by fast track to counter the negative international reaction to the spate of anti-dumping cases that will surely be launched here against "cheap exports" from Asian countries with weakened currencies. But the most compelling reason for prompt action is the direct impact that our domestic outcome, on fast track as well as on funding for the IMF, will have on policies, performance and fundamental attitudes in Asia—which is still the largest, potentially most dynamic, and potentially most unstable region in the world—and perhaps in Europe and other regions as well.
As noted at the outset, however, there are a large number of Americans (including members of Congress) who have doubts about the wisdom of this course. Hence the Institute decided to hold this conference to explore whether changes in the legislation could, at least for an interim period while the more fundamental debate proceeds, provide adequate responses to their concerns.
To respond at least partially to those concerns, it seems to me essential that Congress adopt, in parallel to the fast track trade legislation, a series of domestic measures that would (1) continue to strengthen the safety net for all temporarily displaced workers and (2) further enhance the ability of all Americans to benefit from trade rather than be hurt by it.4 The President's explicit linkage of trade and domestic supports in his State of the Union message, especially his call for a single "G.I. Bill for Workers," may point the way to a Congressional consensus on which we could proceed for at least the moment. This is the key issue with which we will wind up today's conference in the hope that creative ideas may emerge, as on the other policy topics, that will pave the way for positive action on trade during the current session.
The bottom line is three-fold. We need to link our international efforts and our domestic policies more closely than ever before, We need to link the economic and security elements of our foreign policy as never before. We need to link the trade and financial components of our international economic strategy more closely than ever. Misplaced efforts to choose domestic over foreign, or security over economics, or finance over trade would doom the achievement of all these goals. The United States clearly needs an integrated strategy for 1998. We hope that this conference will make a useful contribution to moving in that direction.
1. "The (Potential) Asian Silver Lining," William V. Roth, Jr. and C. Fred Bergsten, The Washington Post, December 28, 1997.
2. See C. Fred Bergsten, "American Politics, Global Trade," The Economist, September 27, 1997.
3. Asian Competitive Devaluations, Li-Gang Liu, Marcus Noland, Sherman Robinson, and Zhi Wang, Institute for International Economics, Working Paper Number 98-2, January 1998.
4. As proposed in Dani Rodrik, Has Globalization Gone Too Far?, Washington: Institute for International Economics, March 1997, which reputedly provided much of the conceptual foundation for President Clinton's remarks on these topics in the State of the Union message.


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That BlizzCon 2008 is going to be jam-packed with fans comes as a surprise to no one. What is surprising, though, is that demand for the event's tickets was so strong that it managed to overload Blizzard's purchasing site. As a result, Blizzard had to take the website offline so it can be reworked to handle the massive web-traffic.
Eurogamer is reporting that, shortly after BlizzCon tickets went on sale yesterday, traffic became so heavy that "everything broke." Since then, the powers that be have been scrambling to fix the problem. "We have appreciated everyone's patience as we've worked to address issues with the BlizzCon ticket sales today," Blizzard said in an update on the official BlizzCon site. "To avoid having people stay up into the early hours attempting to make ticket purchases, we will take ticket sales down and continue implementing optimizations through tonight and tomorrow morning."
It's not hard to see why demand was so high: a $100 ticket provides entry to an event where attendees will get to check out Diablo III, World of Warcraft: Wrath of the Lich King, and Starcraft II. On top of that, BlizzCon takes place at the Anaheim Convention Center (across the street from Disneyland) and goody bags will contain a number of items sure to appeal to fans of Blizzard's franchises... including an exclusive polar bear mount for World of Warcraft players.

subset: commoncrawl


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5 things to watch
1 � Explosive: The Forestview /Kings Mountain contest at John Gamble Stadium features two clubs who have been moving the football well so far this season.
The Jaguars (1-1), led by college prospect Logan Bradley (6-4, 185) at quarterback, have produced 97 points in two weeks.
The Mountaineers have rung up 28 and 40 points en route to their two wins, respectively, with quarterback Brandon Bell, wideout Jake Merchant and running back Darian McClain stamping themselves as players to watch the rest of the way.
2 � Long wait over: Shelby and South Point are meeting on the football field for the first time since 1996, when the Golden Lions moved into the 2A ranks.
Shelby has a 36-14 overall edge in the series after that 17-14 triumph in �96, but hasn�t played in Belmont since.
The two programs have been busy otherwise. Since that time the pair have accounted for a combined five state championships, 28 playoff appearances and 22 conference championships won or shared.
3 � Close encounters: Burns and Freedom chose to continue their football series even as they parted company as conference members due to NCHSAA realignment this spring.
The Bulldogs own a 6-5 edge in the series, but the 19-18 playoff loss in overtime last November ended a four-game Burns win streak over the Patriots. The last time Burns went to Morganton it captured a thrilling 27-26 win in 2011.
4 � As expected: Before the season talk was that the South Mountain Athletic Conference title would likely be up for grabs in Cleveland County.
Unless Chase has something to say about it, that likely will come to pass. Take away Chase�s 1-0 record and the four other SMAC teams from outside � R-S Central, East Rutherford, Draughn and East Burke � are a combined 0-7 to date.
5 � Going for 3: The Thomas Jefferson Gryphons are aiming to extend their record to 3-0 as they host Avery County in a non-conference encounter.
Avery is a 1-1 club with its win coming last week over McDowell (9-7). TJCA dealt the Vikings a 13-6 defeat last season.
If you�re going�
Burns at Freedom � Take N.C. 18 north to Morganton for approximately 40 miles. Turn left on U.S. 70 and go about two miles. Take a left at West Union Street (0.3 miles), and continue on to Carbon City Road (0.8 miles). Turn right at Independence Boulevard and follow to the school.
Shelby at South Point � Take Interstate 85 north to Belmont Abbey exit. Turn left at top of ramp, then right onto Main Street. Go across Business 74 and veer right just past McDonald�s on Central Drive. Go about four miles and school is on the right.
On the air
Shelby at South Point � 1390-AM
Burns at Freedom � online at ktcbroadcasting.com and shelbyinforadio.com
Forestview at Kings Mountain � 87.9-FM
Twitter updates
Shelby at South Point � follow Gazette writer Richard Walker @JRWalk22 for game updates
Burns at Freedom � Follow Star Sports Reporter Clark Leonard @SportsStarClark for game updates
Forestview at Kings Mountain � Follow Star Sports Editor Alan Ford @starsptseditor for game updates


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I have more information about the Jamieshow Convention which will take place on September 28-30 in Canandaigua, NY.
There are three workshops which will take place simultaneously on Friday. George Gonzales is doing Photography, repainting eyes and lips is being taught by Peg Stroud of PegFamousGirls and Styling Doll Wigs and Hair is being taught by Michael Scott. Attendees will be divided into three groups and will rotate through the classes so everyone will get a chance. The groups will be small enough for all to get personal attention. The workshops will take place in the Angelic Dreamz historic firehouse building, the loft of which is above the shop. I've been there and it's a wonderful setting.
More about the teachers:
—You all know George's photography from the business and from his posts on the doll boards. They speak for themselves.
—Peg has been repainting and designing 12 and 16 inch dolls for more than 12 years.http://www.flickr.com/photos/
During the day on Saturday we will have a guided tour of the Strong Museum of Play's extensive doll collection and doll houses. http://www.museumofplay.
Here is the outline of the schedule:
-Opening breakfast reception and registration and Inn on the Lake.
-Angelic Dreamz will be closed to the public but open to convention attendees for VIP shopping.
-Cocktail Reception on the Veranda of the Sonnenberg Gardens overlooking the formal gardens.
-Trip to Strong Museum of Art and Toy Hall of Fame. Lunch
-"Speakeasy" Costume and Cocktail event at the Loft with live jazz and a few surprises.
-Closing Brunch with presentation of event doll.
There are still a few openings. Click here to go to Angelic Dreamz web page.
If you have never attended one of Sandra's events, get on the waiting list. You won't be sorry.
You can call Sandra at 502 377-5153.
The Integrity Toys event is always a big, exciting convention with lots of attendees, doll swag and more. This year it's in Orlando. There are spots remaining if you want to attend. Here is the link.
Yes, there are other conventions taking place between now and the end of October and when I get more information, I will post it.
If you've never been to a convention, you might want to look back about one year on my blog for my post which discusses how much it costs to attend a convention.
This was based on past experience and attendance at an Integrity Toys/Fashion Royalty convention. They have changed the format this year: one less meal, higher convention price, more expensive hotel - so the numbers aren't exactly accurate but you can get a good idea. As they get closer to the date, a detailed convention packet will be issued with specific prices for convention collection dolls and other events.


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Financial aid adviser investigated for theft from Brockton trade school
Prosecutors: Adviser stole $62,000 in refund checks
A former employee at a Brockton for-profit career training school is under investigation for allegedly stealing federal funds.
According to The Enterprise, Ayana Bean, 38, of Hyde Park, allegedly stole more than $62,000 in student financial aid refund checks while working as a financial aid adviser at Sullivan & Cogliano Training, 460 Belmont St.
U.S. Attorney Carmen Ortiz's Major Crimes Unit is prosecuting the case.
In addition to the Brockton site, the school has two Florida locations. They train students in office administration, medical assisting and information technology.
Prosecutors allege that between June 2011 and August 2012, Bean mishandled and stole approximately 100 federal financial aid refund checks while employed as a financial aid adviser.
According to an affidavit in the case, a student contacted the school in August 2012 to ask about the status of a financial aid check. When school officials inquired about the check, they found it had been negotiated.
A copy of the canceled check, according to the affidavit, showed that it had the student's initials and Bean's name endorsing the check. The student told school officials she did not sign the check nor cashed it.
A school finance director looked into other checks and found more than 100 of them with suspicious second endorsements from Bean.
The Enterprise reported that Bean faces charges for allegedly depositing 77 financial aid checks, totaling more than $62,000. Surveillance footage from ATMs show her depositing 26 of the checks, according to the affidavit.
The money was taken from accounts for 61 students, who received financial aid refund checks because the cost of attending Sullivan & Cogliano did not use their entire financial aid allotments.
She faces federal charges of theft or bribery concerning programs receiving federal funds, which carry a maximum prison sentence of 10 years, a $250,000 fine and three years of supervised release.
According to Ortiz's office, Bean has a prior Suffolk Superior Court conviction on multiple counts of uttering false and forged records and larceny.
A release from Oritz's office states: "In that case, Bean stole just under $240,000 worth of federal financial aid refund checks from two local colleges. Bean was sentenced to two years in prison; she served six months of that sentence followed by three years of probation."


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Teaching Bioinformatics at the Secondary School Level
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April 25, 2011
One of the greatest challenges facing East Gippsland is prevention and treatment of people with mental health issues.
The alarming incidence of mental health problems, particularly among younger people, is exacerbated in regional areas where it is more difficult to access specialised assistance.
Too many people suffer without proper diagnosis and treatment while their families and friends do their best to help but lack the experience and professional skills to fully assist their loved ones.
While there has been a great deal of effort to reduce the stigma of mental health issues, we still have a long way to improve our understanding as a community.
Mental health conditions are just as debilitating as physical health issues but there are the added pressures of embarrassment and a tendency to 'hide' the condition from others.
This week's policy announcement by the Federal Coalition is a step in the right direction and I hope that the Gillard Government is paying attention.
Under our policy initiatives, $180 million would be spent on improving existing employment services for people with serious mental health problems and a further $150 million on boosting the outside services that job agencies could deploy for interventions on behalf of their clients.
An additional $40 million would be spent establishing a national mental health research centre and a further $20 million to establish a national mental health workforce training institute.
A Coalition government would install a dedicated Minister for Mental Health and bring all mental health services under the umbrella of one department.
A mental health commission would also be established to provide expert advice to the Minister as well as championing mental health issues and improving outcomes for patients.
Mental illness will in some way impact on almost half the Australian population over a lifetime. After heart disease and cancer, mental illness is Australia's most prevalent health problem and as a nation we must do more to address it.
Even in a time of tight budgetary constraints, we simply can't afford to not increase our commitment to dealing with mental health issues. Too many lives are at stake.


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Apple 'Committed' to Reviving Shareholder Proposal
At Apple's annual meeting it is stressed that the company is "committed" to reviving the controversial shareholder proposal that it recently withdrew and that was opposed by the likes of hedge-fund manager David Einhorn.
The plan bundled several corporate-governance measures, including one that if passed would require a shareholder vote before Apple could issue preferred stock.
A Calpers representative said during the gathering the public pension fund had "great regret" the proposal was taken off the table and it thought the proposal would have passed. Calpers supported both giving shareholders the right to vote on the preferred shares and the other important part of the proposal regarding director elections.
Another shareholder encouraged AAPL to address the corporate-governance matters as separate items in the future so shareholders could vote on them individually, echoing what proxy adviser ISS had said in its public comments.


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University of Scranton - 3, Farmingdale State - 1
Scranton, Penn. - The Farmingdale State women's soccer team fell on the road, 3-1, in a non-conference game against the University of Scranton on Saturday evening. The Rams now hold an 8-2-2 overall record, while the Royals improved to 6-1-2.
Scranton's junior midfielder Sarah Gibbons (Monroe Twp., N.J.) scored on a header off a corner kick by Sydney Parker (Randolph, N.J.) 14:20 into the game to put the Royals ahead 1-0. Scranton increased their lead to 2-0 as sophomore midfielder Rebecca Hextall (Manhattan Beach, Cal.) scored off a cross from the left side nine minutes later. The University of Scranton took a 2-0 advantage into the break.
Trailing 3-0 late in the second half, Farmingdale State junior forward Jamie Smith (Ronkonkoma, N.Y.) scored an unassisted goal to break the shutout. The Royals held a 13-12 shot advantage in the 3-1 victory.
The Rams next will travel to Maritime for a Skyline Conference game on Tuesday, October 4th at 7:00 p.m.


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I've heard rumors through the grapevine (or on the mailing lists, if you want to get technical) that the Amtrak Capitol Corridor trains were considering changing their policies regarding bicycles aboard the trains. Currently, they allow you to take a complete, assembled un-boxed bike on board the train and store it in one of the spaces provided. These spaces include a standing floor rack, or hooks you can hang the bike from. These accommodations vary by train car and equipment set configuration, but cars generally have space for either 3, 8 or 13 bicycles at a time.
Currently, if and when all spaces become full and more bikes want to get on, passengers are allowed to continue to board the train and place their bikes … wherever. There is a walkway with a handrail that has been a particular favorite of many, as well as a large empty spot allocated for wheelchairs.
The rumors flying around are that conductors were going to start denying passengers access if all "official" bike spots were already taken. The facts behind this rumor were revealed in a blog post on the CapitolCorridor website:
You may have heard or read public comments about the Capitol Corridor's Joint Powers Authority's (CCJPA) new on board bike storage policy. I want to clarify that on February 1, 2012 we will start our "get acquainted period" to help educate riders who bring bikes on board the importance of proper bike storage. We will begin implementing the new policy several months afterwards in order to give riders time to prepare and acclimate to proper bike storage practices that allow for adequate access and safety.
Kurtrosky further explained the need for this policy change by citing "…our [Capitol Corridor trains] growing ridership and the corresponding increase in bike usage over the past few years." However, the official policy statement stops short of saying that people will be denied the right to board, using much gentler language:
Several months from now, when the Capitol Corridor's new bike policy is in place, passengers who board trains with bikes will be required to:
- Secure bicycles to prevent the sudden or uncontrolled movement of bikes in the event of a sudden train stop; and
- Store bicycles so that all passengers (including those in wheelchairs) can safely navigate the train aisle-ways.
Kurtrosky's blog post gives further details, and a response to the anticipated "why don't you make more space for bikes" questions. I'll personally be keeping a close eye on this, as I'm on the cusp of changing from once weekly commutes to 4 times a week. Of course my bike is an integral part of that commute.
Thanks to VeloReviews member, and fellow Amtrak rider Paul Crescione ( @paulcrescione ) for bringing the Amtrak blog post to my attention


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Microneedling with SkinPen® helps you to fight the ageing process, treat scars and rejuvenate the skin by stimulating the production of collagen and elastin.
Not all microneedling devices are created equal. There is a difference, and it's Blue. Bellus Medical raises the bar with the superior technology behind SkinPen®, the only U.S. engineered and manufactured microneedling device on the market with patent-pending, single-use, sterile needle cartridges. It is the only microneedling device approved for sale in the United States which has passed rigorous testing and was cleared by the FDA in 2018.
SkinPen® not only delivers exceptional reliability, safety and performance, but also provides peace of mind knowing it's a device you can trust to provide medical grade microneedling. If it's not blue, it's not for you – ask for SkinPen® by name!
To learn more about the recent changes in the classification of microneedling devices see our doctor's comment in the Aesthetic Journal here.
Frequently Asked Questions
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- 21 & over
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Comedy Juice (Special Event)
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- Ticket Price: $18.00
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Ryan Dalton is a homegrown Cleveland favorite. Ryan attended the prestigious Kent State University. After college, Ryan went on to hold part time jobs in such world-reknowned trades as food service, retail, and coffee distribution. Finally, Ryan sunk his teeth into the most honest profession in the world, car sales. This dream occupaion was not enough for him. Ryan hungered for the taste of stand up comedy, and on a dare, took the stage in Nanuet, NY in 1998. This experience started a hunger for the constant approval from crowds of complete stangers. His thirst would never be quenched!
Ryan soon discovered the entertainment industry where a basic lack of knowledge on any subject is not only necessary, but also embraced. He uses stand-up as a device in which he pokes fun at controversy and the "everyday personal injustices" that are dealt with by the common man, sorry, person, whatever!
Ryan is a comedian that wants everyone to just relax. His lovable sarcasm and smart, conversational style makes for a broadly appealing show.
Ryan's standup has led him to regular appearences in the country's best comedy clubs. Ryan is a regular on the nationally syndicated, "Bob and Tom Radio Show," and he was featured as one of "Myspace.com's Featured Comedians". His performances landed him a spot in the third season of Comedy Central's "Live at Gotham."


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Environmental objects are passive elements on the map, which can either help or hinder Kirby's progress when interacted with. Kirby's adventures throughout Pop Star and its surrounding planets introduce the player to a wide variety of them, and most puzzles are based off some combination of these objects.
|This section is about the recurring environmental element. For the copy ability, see Water. For the Top Ride course in Kirby Air Ride, see Water (Top Ride course).
Water is usually not hazardous to Kirby as he can swim, but it is deadly to all other terrestrial and flying enemies, as they promptly explode should they be exposed to water. Likewise, aquatic-only enemies, should they somehow end up on land, become essentially useless. In certain situations, areas can be flooded with water by destroying Bomb Blocks, such as in Candy Mountain and in Milky Way Wishes.
Only Sword, Hammer, Parasol, Master, and Spear can be used while underwater, and all have severely-limited capabilities in such a situation. UFO Kirby can enter water, but in some games he is slowed down. Should Kirby have no copy ability or be using any other copy ability, he will resort to exhaling water, the aquatic equivalent to his Air Gun on dry land (the exception to this being in Kirby 64: The Crystal Shards, where he can both inhale and use any copy ability underwater, albeit slowed down). Should Kirby take enough damage to lose his current copy ability underwater, the Ability Star will start floating to the surface, or sinking to the floor, and since Kirby cannot inhale while underwater, in most cases the star is irretrievable and disappears after a few seconds unless Kirby happens to be close to the surface when the star is lost. Kirby cannot swallow anything already inside his mouth while in water unless he is standing on solid ground. In Kirby: Squeak Squad, Ice Kirby can freeze water if he has the relevant Ability Scroll.
In Kirby's Epic Yarn, Kirby assumes his Submarine form underwater and retains the use of the yarn whip unless the Metamortex for Dolphin is active.
In Kirby Mass Attack, water functions somewhat differently; while the Kirbys are swimming inside water, an air meter appears and depletes the longer the Kirbys are in the water; the more Kirbys there are, the bigger the meter will be. The meter can be replenished by collecting air bubbles. Murky water is also introduced; the only differences it has being that it has an orange coloration rather than a blue one, and the air meter is depleted faster while swimming in it. If a Kirby is set on fire, jumping into water or using a water bubble will extinguish the flames.
Currents are a recurring feature in water-heavy levels, such as in Olive Ocean in Kirby & the Amazing Mirror, and the penultimate level in Aqua Star of Kirby 64: The Crystal Shards. In most cases, currents are so fast that Kirby cannot swim against it, and would be swept along at great speed should he swim along its direction. These turn water-filled tunnels into one-way routes, providing a short-cut back into the main level from a secret location without having to return through a treacherous route, for example. Sometimes they are found in conjunction with Spikes, which Kirby can avoid by swimming against the current so there is more time to respond.
In certain situations, however, currents are just gentle enough for Kirby to swim against it, albeit at greatly-reduced speed. These are especially common in Kirby's Epic Yarn, made easier still from the fact that Dolphin's surge attack can go against any current (with only one exception).
Wind, introduced in Kirby's Adventure, can both help and hinder Kirby's progress, either by blowing upwards to increase flying speed, or downwards to increase falling speed, usually into a pit or other hazard. Winds also blow sideways, usually in airship levels, decreasing or increasing Kirby's speed.
Copy Essence
|Main article: Copy Essence
|See also: Copy Essence Deluxe
A Copy Essence in an element introduced in Kirby Super Star, which gives its associated Copy Ability when Kirby moves over it. The Deluxe version is only available in Milky Way Wishes, and works very differently.
|Main article: Cannon
A Cannon in Kirby games refer to a large-bored medieval cannon, so large, in fact, that it vaguely resembles a cauldron. The first forms of the Cannon require the associated fuse to be lit by Kirby himself, before racing the spark running along the fuse to the Cannon, jumping into it, and being blasted off to a side screen or secret area on the stage. Any Copy Ability with the Fire element will do the trick lighting the fuse - Master, Laser, and Triple Star work as well. Some Cannons could be considered duds, as they will rotate like a regular Cannon when Kirby hops inside, but explodes, sending Kirby flying a little ways, which is bad in enemy-infested areas as it leaves him vulnerable. Cannons are not considered to be items; they are part of the environment.
In Kirby Super Star and Kirby Super Star Ultra, the A.I. driving the Helpers or the second player controlling them can light the fuses for Kirby instead. Some of the fuses in these two titles, instead of ending blindly, have an attached detonator which, when destroyed or depressed in any method, lights the fuse.
There is a rotating variant that does not require lighting fuses to be fired. This is the only form present in, but not limited to Kirby's Epic Yarn, and works like Zebon from the previous games.
|Main article: Switch
In the Kirby games, Kirby must activate switches for various purposes. Switches are activated by depressing it - either by stepping on it or by attacking it.
In Kirby's Adventure, switches are huge buttons which unlock secret areas in the level they were found in. Once Kirby activates a switch, they vanish for the remainder of the game.
In Kirby Super Star and Kirby Super Star Ultra, there are more of the kind of switches found in Kirby's Adventure. Much smaller switches open mechanical doors that block Kirby's path - these only remain depressed and keep the associated doors open for a certain time, so Kirby must move quickly and have the appropriate Copy Ability prepared to solve the switch sequence.
In Kirby & the Amazing Mirror, huge switches connect separate areas in the Mirror World via Mirror Doors to Rainbow Route once depressed. Once all such switches are depressed, a new Golden Door containing most Copy Abilities opens for Kirby in the Central Circle.
Switches are present in Kirby Canvas Curse, where they retain their properties. There are also three big switches in the game – an orange one in Rift Ruin of Iello Adventure; a green one in Cold Course of Bloo Hills; and a blue one in Frozen Fantasy of Wonder Lilane. Depressing any one of these switches removes all blocks labelled with the switch symbol of that color from the entire game, which usually allows Kirby to retrieve the Medals which the blocks formally blocked. A switch is one of the objects drawn in Paint Panic
In Super Smash Bros. Brawl, the huge switch features as a Sticker. In the Subspace Emissary, certain red orbs serve similarly to the Kirby Super Star Ultra function of switches.
Not to be confused with Doors, Gates are movable stone walls which block the player's progress. In almost all cases, there is a corresponding Switch or a series of Switches which activates each gate. Gates either open temporarily or permanently, and there is no way to tell between the different kinds until it actually opens and closes. However, even should the gate be the permanently-opened type, it will be closed again when the level is reset.
There are several different kinds of Gates in Kirby: Canvas Curse. They have the appearance of high-tech metal gates in-line with the techno theme of the game, and these replace the medieval stone gates in previous games. Likewise, they are activated with switches, but instead of being always three tiles wide, they can be of varying sizes. Sometimes, however, these gates have spikes on them, and they should be avoided like any other hazard until opened. There are also color-coded Gates which are always accompanied by a series of stylus-activated switches (usually 3), which cycle between red, yellow, and blue when tapped on. When the entire series matches the Gate's color, it opens.
A Stake is a blunt-ended cylindrical wooden object on the ground. It acts as a difficult-to-use Switch or Bomb Block, and can only be depressed using certain Copy Abilities, but is otherwise functionally similar.
Stakes can be activated by:
- Stone
- Hammer
- Smash (Stone, Hammer, Hammer Spin)
- Metal
- Magic
- Master
- Triple Star
- Meta Knight's attacks
Stakes are present in Kirby: Canvas Curse, though they can only be depressed by using the Stone ability. If playing as King Dedede, though, stakes can be depressed with his hammer. Also, a wooden stake is one of the objects painted in Paint Panic.
A rope is any form of cable suspending orange platforms. The rope itself usually resembles the hemp variety, but sometimes resemble vines instead. Ropes can be cut with any sword-based ability, including Sword and Cutter, but since Master and Triple Star are effective in all puzzles, those work as well. Kirby's projectiles (when using Copy Abilities), can go through the platform; e.g. If Bomb Kirby places bombs at his feet while standing on the platform, they drop right through and hit anything below.
In Kirby Super Star, Ultra, and Kirby & the Amazing Mirror, ropes are part of puzzles involving platforms. When cut, they release the platforms, which allow Kirby to go through the pit which it once covered. Enemies can fall right through the platform, however. Rope puzzles are featured in several puzzles involving treasure in The Great Cave Offensive, and are common obstacles to Kirby from accessing 1UPs and various Food.
In Kirby: Squeak Squad, sometimes Ropes hold up entire floors instead of platforms, and drop it once cut.
In Kirby's Return to Dream Land, ropes can hold up metal platforms. When cut, the platform will fall and won't break. If a character is under the platform when it falls, he will get squished and KO'd.
A lamp (also referred to as a candle) is a source of light. Interchangeably, lamps can resemble either wax candles or oil lamps. Lamps are only ever present in dark rooms, and serve to light these up temporarily. Most elements cannot be seen in dark rooms, and most enemies have a dull coloration until illuminated, and are difficult to spot, but outlines of lamps can be seen against the background.
In most games, any ability with the Fire element can light up lamps, which burn for a good number of seconds and illuminates a dark area before needing to be re-lighted. In Kirby: Canvas Curse, however, lamps can be lit by simply tapping it with the stylus.
In Kirby's Epic Yarn, lamps are lit by pulling on an associated button with the yarn whip, and instead of illuminating the entire room, lamps only light up the immediate surrounding area, and slowly grow dim instead of going out suddenly. Stogues, when rolled up into yarn balls, also provide an alternative means of illumination to lamps.
In earlier games Kirby's Adventure and Kirby: Nightmare in Dream Land, the Light copy ability obtained from Cool Spooks serves the same purpose as lamps, but lights up dark rooms permanently and completely.
In Kirby's Return to Dream Land, playable characters can hold and carry a lamp through certain areas. If it is thrown at an ice block, the block will break. The player can also throw it at enemies to damage them. If the lamp touches water, it will go out.
|This section is about the common element of nature seen in the Kirby games. For the Top Ride course in Kirby Air Ride, see Grass (Top Ride course).
Grass is a common variety of plant life that appears in every Kirby game. In Kirby: Squeak Squad, grass can be cut down using sword-based Copy Abilities such as Cupid, Cutter, or Sword, and burnt to the ground using any ability with the Fire element.
Grass usually refers to the tall, obstructing variety, not the gentle turf Kirby treads on. Once burnt or cut down, grass may conceal food, Maxim Tomatoes, or doors to secret areas. In Kirby: Squeak Squad, the first level of Jam Jungle, the grass conceals several different kinds of Bubble items.
Blocks are the most commonly-encountered environmental element, and are a staple of the Kirby series and its puzzles. They serve as basic obstacles, usually easily removed unless positioned in a particular way or used in combinations with other elements.
Star Block
A Star Block is a block imprinted with an upright five-pointed star in the middle. Its most common coloration is a white star on an orange background with a white border, but sometimes it appears in other colors, such as pink. Star Blocks have been featured since Kirby's own debut in Kirby's Dream Land, and have been in every non-spinoff title since.
Star Blocks are easily destroyed - simply bumping hard into them or landing onto one by jumping from up high will remove it, and they are vulnerable to almost all forms of attacks. Sometimes their removal is not in the player's best interests, however, as sometimes Star Block formations contain enemies like Flamer, Gordo, or Shotzo, or the level's floor may be entirely made out of Star Blocks. Fortunately, Star Blocks are not affected by full-screen-hitting Copy Abilities Crash, Mike, and Paint, although these do hit Switches.
In stage 3 of Neo Star in Kirby 64: The Crystal Shards and for HB-002 and HB-007 in Kirby's Dream Land 3, a Crystal Shard and Heart Stars are earned respectively by removing Star Blocks from a field of them to create a specific shape.
In Kirby Mass Attack, fruit is sometimes hidden behind Star Blocks, as well as Medals.
In Super Smash Bros. Brawl, destructible blocks in the style of Kirby are present as obstacles and platforms, though they are not as brightly colored; rather, they resemble stone or metal with many cracks within them.
Bomb Block
The Bomb block is featured in most Kirby titles. It has a bomb icon in the middle, but otherwise look identical to a Star Block. Kirby cannot inhale it, and must destroy it by means of a Copy Ability, the Air Gun move (puffing air), or by performing a sweep kick. In Kirby: Canvas Curse, the player can tap it with the stylus.
Upon its destruction, a Bomb Block always starts off some form of chain reaction, the most common being removing all adjacent Star Blocks, although more complicated puzzles feature a chain of explosions that reveal hidden areas or power-ups, or otherwise alter the stage in such a way that it halts progress in a particular direction should the player be slow e.g. blocking the path to a revealed Treasure Chest.
A well-recognized example are the Bomb Blocks in Candy Mountain, a level in Dyna Blade, the sub-game in Kirby Super Star and Kirby Super Star Ultra, where destroying it turns most of the level into lava, but gives a trade-off in the form of a 1UP which can be picked up afterwards.
There is a variant in Kirby: Squeak Squad which looks like a transparent snowglobe with a flame icon inside of it. Instead of causing an explosive chain reaction, these simply cause a fiery inferno instead, and has the same effect as a Bomb Block otherwise.
Bomb Blocks make an appearance in the Green Greens stage in Super Smash Bros. Melee and Super Smash Bros. Brawl, where they can damage the player and destroy nearby Star Blocks. In Super Smash Bros. Brawl's Subspace Emissary mode, bomb blocks occasionally appear in puzzles, usually holding up platforms or trophies (which would fall if the bomb block finishes exploding).
Metal Block
A Metal Block is a block that resembles a gray ingot of iron. In certain titles they have small nibs around the central protrusion that resembles large rivets. It can only be removed by using the following copy abilities: Burning, Fire, Metal, Hammer, Master, Missile, Smash, Stone, UFO, or Triple Star.
Most of the time, they are found to be in the way of power-ups or hidden rooms, which requires the player to make a choice of returning with the appropriate Copy Ability to remove them or remembering to return later or simply pass it by altogether.
They are present in Kirby: Canvas Curse, though they can only be broken by being shot through a cannon or using King Dedede's hammer. Also, it is one of the sketches in Paint Panic.
Elemental Block
An Elemental Block is an obstacle that requires a particular Copy Ability or a combination of abilities to break. This is a different mechanic in the sense that in Kirby & the Amazing Mirror, particular abilities are needed to reach Bomb Blocks arranged in a particular way, but these Elemental Blocks require the specific ability to actually break it, and is immune to all other forms of effort.
In Kirby 64: The Crystal Shards, most of these do not resemble Blocks in their usual form, but are more of obstructions of various shapes and sizes requiring a specific Mix of abilities to remove so Ribbon can retrieve the Crystal Shard hidden within. They are color-coded to the particular combination required to break them.
In Kirby: Canvas Curse, Elemental Blocks usually obstruct the player from Medals instead. They are both color-coded and have the icon representing the specific Copy Ability required to remove them.
Heave Ho Block
A Heave Ho Block resembles a Star Block, but has a carved-stone appearance. It cannot be destroyed, but can be moved horizontally on a flat surface by means of Kirby's Inhale - this means that whenever Kirby encounters one of these blocks, he must either go around it, or forfeit the current Copy Ability to perform the Inhale. Alternatively, should Kirby be using Stone, Smash, or Master, the Block can be moved using those abilities.
Two large examples of Heave Ho Blocks exist - one in Moonlight Mansion and one in Mustard Mountain. These are four times the size of the small ones, and hence require the efforts of all four Kirbys inhaling to actually move them. However, If Stone Kirby (or Smash Kirby's stone form and Master's down thrust) pounds the ground, the block will move somewhat; multiple pounds will eventually move the block out of the way.
In Kirby Mass Attack, Heave Ho Blocks appear in multiple levels. A Heave Ho Block can be moved by flicking Kirbys at it, which will cause it to slowly move forward.
In Kirby's Return to Dream Land, Heave Ho Blocks can be super inhaled.
Electric Block
An Electric Block is a block with a bolt of electricity in the center. It is an indestructible hazard that zaps anything that touches it, be it the player character or enemies.
In Kirby: Canvas Curse, these blocks appear in levels where Kirby needs to illuminate rooms, and they are highlighted green on the in-game map.
In Kirby Super Star and Ultra, Electric Blocks feature in Mekkai, the Machine Planet in Milky Way Wishes, but since the games do not feature in-game maps of the sort as found in Kirby: Canvas Curse, they are not highlighted. On Halfmoon and Orange Ocean (Revenge of Meta Knight), rounded blue orbs with a yellow bolt of electricity can be found, and these are identical to the Electric Blocks found on Mekkai besides the appearance.
Bubble Block
A Bubble Block is a platform made out of bubbles. It pops shortly after the player character lands on it, releasing whatever that was contained inside. Most of them are empty, but sometimes they contain Stars and projectile-shooting enemies, such as Spear Waddle Dee.
The exact sound effect of a Bubble Block popping was later reused in Kirby: Squeak Squad. It can be heard when Bubble Kirby uses certain attacks.
|Main article: Blockin
Blockin is an enemy that disguises itself as a Star Block, and reveals itself whenever Kirby attempts to attack the disguised block or inhale it.
Fruit Block
Fruit blocks are blocks appearing only in Kirby Mass Attack. When a Kirby is launched at it, fruit will come out of it; this can be done many times before the block disappears.
One fruit block is related to Checklist; it must be broken in Stage 7 of Sandy Canyon before clearing the stage in order to complete the task.
Hazards are environmental objects serving as pure impediments. Failure to avoid them will result in a loss of health or, as with the more dangerous ones, an immediate loss of life. They are especially dangerous in Extra Game, where in certain titles Kirby's hitpoints are halved. Sometimes Hazards can be manipulated to the player's advantage by making enemies run into them, a classic example being the lava pit in the fight against Bohboh in Kirby: Squeak Squad.
Spikes are simply sharp, pointed stakes planted along surfaces, including floors, ceilings, and walls. It is among the most commonly-encountered impediment in the games. Along with Lava and electrified surfaces, Kirby takes damage upon coming into contact with spikes, but in certain games, enemies can walk through spikes unharmed. Kirby loses his current Copy Ability if hurt by spikes and the Ability Star is destroyed should it touch spikes.
Sometimes spikes are hidden by Blocks until those are destroyed. This situation is rather more common than lava tiles being uncovered after Blocks are destroyed, for example. While Wheel Kirby can roll over lava unharmed in Kirby: Squeak Squad, he is not immune to Spikes.
In Kirby: Canvas Curse, there are certain Blocks which periodically extend spikes. They feature alongside regular spiked surfaces.
Lava is a common hazard in the games. It is usually seen in fire-themed levels, like Vocal Volcano or Mustard Mountain. Along with Spikes and electrified surfaces, Kirby and all enemies take damage upon coming into contact with lava. Kirby loses his current Copy Ability if hurt by lava and the Ability Star is destroyed should it touch lava. Lava is more dangerous than spikes, as it sets Kirby on fire and immobilizes him on the ground until the fires go out by itself.
In Kirby: Squeak Squad, lava can be cooled off to just rock using the Ice or Ice Sword ability, allowing Kirby to safely travel across it. These rock surfaces, however, are highly fragile - performing any vigorous jumping and/or bumping that would destroy Star Blocks will likewise disrupt such a surface and turn it back into lava. Alternatively, Wheel Kirby can roll over lava unharmed, and with the Ability Scroll, pick up the fire element in the process. Metal Kirby, only in Kirby: Squeak Squad, can also walk over lava unharmed.
In Kirby's Epic Yarn, hitting lava makes Kirby or Prince Fluff jump up and fall off the screen, which could be a reference to the dying sequence in Super Mario Bros. and its sequels. If not using a Metamortex, Kirby or Prince Fluff will wave their arms as if flailing, which may be a reference to New Super Mario Bros. or Super Mario World, in which during the dying sequence, Mario or Luigi will wave his arms.
Vents are pillars of fire which tend to erupt from lava or other sources of fire. They are harmful to Kirby, and destroy the ability star should one come into contact with them.
In Kirby & the Amazing Mirror, vents are only found in Mustard Mountain, where they effectively act as walls. They erupt from floors, walls, and ceilings. The only way to get past these vents is to avoid them, or wait for them to stop erupting momentarily, as not even invincibility frames from, say Invincibility Candy, Burning or Hammer's spin attack can get Kirby past them.
In Kirby: Squeak Squad, vents are much smaller, and no longer act as walls i.e. should Kirby be invincible or somehow be immune to the effects of fire, he can walk right through them. Otherwise, the vents can be permanently extinguished using Ice, Ice Bomb, or Ice Sword.
A boulder is a large, round rock. Most of the time, they fall from ceilings, and Kirby needs to get away from it before being squashed, but sometimes they are static and are merely in Kirby's way.
Boulders are first introduced in Kirby's Dream Land 3. Here, they will fall from ceilings and start rolling towards Kirby. Sometimes a gap is present and it will get stuck, preventing it from moving. They will hurt Kirby if he touches one, even if it isn't moving. In some levels, they will often block passageways or items.
In Kirby: Canvas Curse, they are initially found attached to ceilings, and break once they hit the ground, but in later levels they would roll towards the player character. They can be tapped with the stylus to be broken into pieces, which can likewise be broken, as otherwise, both hurt the player character should they come into contact with them. In Bloo Hills, a cold area, boulders take on the appearance of huge chunks of ice instead.
In Kirby: Squeak Squad, boulders come in various shapes and sizes, but still fall from the ceiling, same as before. This time, however, the large ones continue rolling until they hit a wall or another boulder. Sometimes, boulder drops can be controlled by means of a Switch, and hence can be used against enemies. In the fight against Big Metalun, the vibration from it walking around dislodges smaller boulders with effects not unlike explosive coconuts, but these break once they hit the ground.
In Super Smash Bros. Brawl, they still drop from ceilings, and are a common sight in underground areas. They do damage, the amount of which depends on the difficulty.
Explosive Coconut
Strange plant life have been known to inhabit Dream Land, such as palm trees that spawn explosive coconuts.
An explosive coconut is an item (not one Kirby can grab anyway) that drops on Kirby from some palm trees when he gets under them. It is vulnerable to all forms of attack including the Air Gun, and gives no ability when inhaled. These palm trees are common in tropical island areas, like Float Islands. In an area with large numbers of them, Parasol is very effective, as it passively shields Kirby's head. Like regular land-based enemies, explosive coconuts explode once it comes into contact with water.
Bonkers is the only mid-boss who throws explosive coconuts around as projectiles. In most games, he only throws out one coconut at a time, but in Kirby Super Star and Kirby Super Star Ultra, he may occasionally throw three consecutively.
Crets in Kirby: Squeak Squad send these down on Kirby occasionally. Beanbons, Big Beanbons, and Giant Beanbons in Kirby Mass Attack can fire explosive coconuts if left alone for a long enough period. Multiple enemies
Kirby: Canvas Curse only
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|All the features do not have official titles, and are given conjectural names.
Big Switch Wall
Big Switch Walls are found in several stages, like Paletto Polis and Collapse Castle. These walls block pathways to medals, and can only be terminated by hitting a big switch of the respective color; orange walls are destroyed by the orange switch in Rift Ruin, green walls by the green switch in Cold Course, and blue walls by the blue switch in Frozen Fantasy.
This section refers to the hazard. For the Copy Ability, see Bubble. For the enemy, see Bubbles. For further uses of the term, see the disambiguation page.
Bubbles in Kirby: Canvas Curse are hazards which emerge from pits and fly into the air. Should the player character come into contact with one, it would entrap the player and bring the character up with it. Bubbles can be popped with a tap from the stylus. While they can be used as an elevator, player-drawn Rainbow Lines can do the same, which makes Bubbles more of an annoyance as they can drift in random directions. Bubbles cannot be blocked using Rainbow Line.
Bumpers are objects which bounce the player character about when hit, much like buttons and spring pads in Kirby's Pinball Land, or any Pinball machine. They come in two shapes - the pad variant, which is attached to surfaces, and the rounded button variant, which is free-standing. Each of the button ones start off containing a Star, and the blue decorative star in the middle glows brightly. They relinquish the star when the player character bounces into it and the central star stops glowing. They also will explode if hit enough times by the player.
The Clamp is a simple mechanical claw that picks up the player character when run into, before moving in a predetermined path. The clamp can be deactivated to drop the player character at any time after being prompted by a series of three arrows appearing beside its central purple button.
In Kirby: Canvas Curse, a Checkpoint is a device resembling a switch attached via a blue and white string to a large white balloon with a large yellow star on it. Once the player character passes over it, the balloon glows white and four yellow stars encircle it. Checkpoints are spawn points which the player reappears in should all HP be lost, and their use is optional.
Cracked Wall
Cracked Walls are simple obstructions which can be cleared with a few taps from the stylus. While easy to remove, their presence is not always immediately obvious, as their coloration blends in with the rest of the level.
Drop Block
Drop blocks aren't Blocks in the traditional sense, as they are activated by standard Switches - no other Block is interacted with like this. They do not exist individually, but rather in a mass which drops down once the corresponding Switch has been activated, opening up a previously-covered route and potentially covering a previously-accessible one.
Energy Beam
Energy beams are hazards in Kirby: Canvas Curse. There are two variants - one that resembles Ray Beams, and the other, Electrical Beams.
The Ray Beam variant resembles a laser beam, and acts as a barrier or hazard, but the beam can be blocked with Rainbow Lines. The electrical variant, however, cannot be blocked with Rainbow Lines, but the player can tap them with the stylus to get rid of them.
Fans are spinning contraptions that boost Kirby in the direction it's facing. In Kirby: Canvas Curse, fans always point upwards. Once Kirby entered the air blowing from a fan, he is held in the vortex, but can get out of it by following a Rainbow Line. By pressing the button on the fan, Kirby gets boosted high up for a moment, but he still held in place by the vortex.
Movable Block
Like Drop blocks, Movable Blocks aren't Blocks in the traditional sense, as they are activated by purple stylus-activated Switches - no other Block is interacted with like this. This kind of block moves from its original position in the direction of the arrow on its button and stops when it can move no more, and the direction of its arrow changes so it can be moved in another direction. It is found within Static Fields where the player has no direct control over the character, and serve to deflect the character's movement in some way.
A Post is a dashed vertical line on a triangular stand. It stops the player character moving if he was originally not moving too quickly i.e. not dashing. Most of the time, they guard against the player from dropping into bottomless pits in tricky platforming sequences and allow the player to catch a breather and let the Rainbow Ink replenish. Tapping the player character with the stylus causes him to dash across and free of the Post.
A saw is a rotating toothed blade in Kirby: Canvas Curse. Most of them have an associated purple stylus-activated button, which stops the blade once tapped on. The blades move with varying speeds; several are slow enough to easily pass by, while others move so fast that is is impossible to get past without getting hurt.
In Mag Mount and Volatile Volcano, saws take the form of spinning bars of fire. Also, a single bar of electric sparks appears exclusively in Silent Seabed.
Star Spinner
A Star Spinner is a beneficial device. Each one starts off with a glowing central yellow star. When the player character rolls across it for the first time, the Spinner releases several Stars, and its central star stops glowing. After doing this, it no longer does anything interesting. Interacting with a Star Spinner does not affect the direction of movement or speed of the player character in any way.
Static Field
A Static Field is an area that appears to be covered by a sparse matrix of multi-colored pixels. Such an area cannot have Rainbow Lines drawn inside, but other means of interaction with the Power Paintbrush i.e. other uses of the stylus besides drawing including tapping on the player character and objects remain intact. Essentially it takes away direct control over the movement of the player character, and the player must make use of other means and other environmental features to navigate such an area.
Sticky Cloud
While clouds appear in many games as platforms, sticky clouds are exclusive to Kirby: Canvas Curse. Appearing only in the tutorial and Growth Grasses, sticky clouds hang in the air and trap Kirby if he touches one. They can be dispelled by a touch with the stylus or a copy ability.
Sticky Platform
A Sticky Platform is a platform with the top surface covered with green adhesive, with green directional arrows. Should the player character land on one, he will become stuck to it. The direction the player ball would be facing is determined by the direction of the arrow. Double-tapping the character will propel him in the direction of the arrow and away from the sticky surface.
It provides place for the player character to remain static, as otherwise some form of entrapment in the form of deep depressions or constant drawing of Rainbow Lines is required to do the same.
Suction Pipe
Suction pipes appear in many levels. Their sole purpose is quickly transport Kirby to another point in the level. Kirby can only enter them through one side, so once he's gone through, he can't return the same way.
Kirby's Epic Yarn only
There are four different kinds of Buttons, each serving a different purpose. The first kind is red, appears to be made of plastic, and has four discontinuous pieces of string visible. This one is always attached with a string to some other object, which can be manipulated by pulling on the button with Kirby's yarn whip. Red buttons are always attached to objects that collapse when Kirby pulls the button, but a short time later return to their original form.
The second kind is made of blue plastic, and has only one discontinuous piece of string visible. When Kirby pulls on a blue button, the object it's attached to will collapse, and stay collapsed, unlike objects with red buttons.
The third kind appears to be a light brown (wood?) button with a green squiggle on it. When Kirby pulls it, he turns into his Top form and rolls it up until it is fully rolled up. Usually the button is used to bring a bridge up. Other times it used for different things. Like in the boss battle with Capamari, this kind of button is on his cap, and Kirby pulls the button to unravel his cap. Also in Evergreen Lift, Kirby pulls the button to bring the lift up.
The fourth kind has a silvery, metal appearance, and has two pieces of string crossed at the center. This kind (called a brass button) is for Kirby to transform into the Pendulum. Most of the time, they are static elements, but in Stellar Way and Cloud Palace, they gain wings and can move about, taking Kirby throughout the levels.
Not to be confused with Patches in Kirby Air Ride, patches in Kirby's Epic Yarn are anything attached with a small red tab at the upper right corner, which allows it to be pulled off using Kirby's yarn whip. They come in several different shapes and sizes, but this does not always indicate what is behind it. Metamortex patches always cover Metamortexes; door-shaped patches always cover doors. These two always look the same. Square and circular patches can obscure just about everything but doors and Metamortexes, and their decoration varies from level to level.
In certain levels, a square, red exclamation mark can be revealed, and this turns a pre-determined element that was part of the background into a Patch, and this can be peeled off to reveal hidden objects.
Reel Gate
The Reel Gate is the element that ends Kirby and Prince Fluff's Metamortex Transformations in Kirby's Epic Yarn. It resembles a long wooden reel with colored beads at each end. The Reel takes away the extra yarn from Metamortexes, passing Kirby and Prince Fluff under it in the process. Once over it, the two cannot backtrack through it.
Kirby Air Ride only
Boost Pad
The Boost Pad boosts the player's Air Ride Machine when activated. It is present in every course Air Ride course but Nebula Belt, and spawns in the Grass Top Ride course. There are many different kinds of boost pads, and they come in many different sizes. Only the large and medium ones are found in Air Ride courses. Small ones are found in certain Stadium events.
Most boost pads are green in color. Besides differences in size, there are two different kinds - The kind that appears as two green chevrons change the player's direction when boost is activated immediately into the direction it is pointing in, regardless of the player's original direction. The other kind, which resembles two green diamonds stacked on each other, does not change the player's direction, but simply applies the boost in his/her current direction.
The last one, only present in the Drag Race #2 Stadium, is not a Pad at all, but a vertical yellow-orange, semi-transparent energy field that boosts the player when passed through.
Since the green ones cover a certain area, there is a technique in Air Ride mode referred to as double or even multiple-boosting, whereby the Pad is activated multiple times as the player's Air Ride Machine passes over it to maximize speed gain. The efficacy of the technique is affected by the size of the Air Ride Machine - the larger the machine, the more difficult it is to perform multiple boosts using one Boost Pad.
Copy Chance Wheel
The Copy Chance Wheel is a large, semi-transparent, flashing purple question mark on a square patch with another question mark. It is present in Nebula Belt, Celestial Valley, and on top of a building in City Trial. Passing through it starts off the roulette of Copy Abilities, which flash by randomly. If none are selected, the player is given a random one at the end. Its function is similar to Mix in other games.
Grind Rail
The Grind Rail is a feature present in every Air Ride course but Sky Sands and Nebula Belt. When the player lands on any part of the Rail, the Air Ride Machine automatically moves along a pre-set course along the rail. Even when the rail bends and twists (usually), it is taken as a straight path, so should the player be following another player's Air Ride Machine on the same rail, Star Drafting applies.
Any incline in Kirby Air Ride can be taken as a Ramp, as long as the Air Ride Machine being used has enough glide to make it so, but purpose-made ramps end at a sharp angle downwards, pretty much guaranteeing at least some air time for every vehicle capable of flight.
There are several Super Boost Ramps in City Trial that do not resemble ramps in the traditional sense. They are white, glowing squares that boost the player up to a pre-determined position. In Beanstalk Park, there are two pink, circular pads that work exactly the same as the square Super Boost Ramps in City Trial, and they bring the player up to a higher, more desirable length of track.
Spin Panel
The Spin Panel resembles a short, static vortex of energy over a circular area, and is only found in Checker Knights. Activating it sends the player's Air Ride Machine into a spin, not unlike when performing the quickspin, but the player can turn much better when spinning, and does not lose much speed. You also gain a slight speed boost, similar to Boost Pads. Hitting enemies and other players while spinning sends them flying.
Switch Panel
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The Switch Panel is a panel that activates, or sometimes deactivates some other mechanism in the course. It comes in two varieties: The large one is white in color, usually with two triangular arrows facing each other, found in Sky Sands and Frozen Hillside. The smaller variant is a pink square, found in Checker Knights and Drag Race Stadium #2.
In Sky Sands, it opens a shortcut. In Frozen Hillside, there are a total of four Panels, the first of which deactivates a laser array, the second illuminates a dark passage, the third and fourth opens up the final run and reveals additional Boost Pads. In Checker Knights and the Drag Race, the pink squares lower and raise walls, which can be used to impede other players.


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