Kirby & the Amazing Mirror/Unused Enemy Properties
This is a sub-page of Kirby & the Amazing Mirror.
Many enemies in this game have some properties that, for one reason or another, don't get used.
Contents
Unused Behavior Routines
Objects in a room are stored in a way that dictates their position on the room, what they spawn, and what they're supposed to do in that moment. These actions are represented by a hexadecimal value internally, which will al be documented below.
Batty
Batty has an unused behavior setting with the ID 01. It makes them chase Kirby as soon as it spawns, return to their spawn position, and immediately start chasing Kirby again.
Big Waddle Dee
Big Waddle Dee has unused jump behavior with the ID 02. It's similar to Waddle Dee's jumping routine, as they jump when near Kirby.
Boxin
Boxin has an unused idle behavior setting with the ID 03. They only hop in place.
Cookin
Cookin has an unused walking setting with the ID 01. They start walking back and forth, and will occasionally stop to throw their pan. Droppy uses a very similar behaviour routine when transformed into Cookin, except their pan doesn't trap Kirby, and only deals impact damage.
Cupie
Cupie has 2 unused behaviour routines. The first one has the ID 02, and makes Cupie fly in an 8 pattern vertically while shooting.
The second setting has the ID 03 and makes Cupie run away from Kirby, shoot once, and leave the screen. It's very similar to Droppy's behavior when transformed into Cupie, except they don't leave the screen and keep shooting arrows.
Giant Rocky
Giant Rocky has an unused idle routine with the ID 01. They only stand in place.
Golem (Press)
The pink Golem has an unused behavior routine with the ID 01. Instead of just sticking to jumping and crashing down as their main method of attack, they do all the attacks from the other 2 Golems.
Golem (Roll)
The yellow Golem has an unused behavior routine with the ID 01. Instead of just sticking to rolling as their main method of attack, they do all the attacks from the other 2 Golems.
The white Golem actually uses all three attacks in certain rooms, so they don't have any unused behavior.
Gordo
Gordo has an unused behavior setting with the ID 03. It makes them hover up and down slowly.
Haley
Haley has an unused behavior setting with the ID 01. It makes them soar the skies with the initial speed from their regular behavior without slowing down.
Heavy Knight
Heavy Knight has an unused idle setting with the ID 02. They only stand in place.
Leap
Leap has an unused hover setting with the ID 01. This routine makes them hover up and down in place.
Scarfy
Scarfy has an unused behavior setting with the ID 03. It makes them rise from below the room and set themself to Kirby's current altitude.
Shadow Kirby
Shadow Kirby has an unused setting with the ID 00. It prevents him from spawning.
Shotzo
Shotzo has an unused attack setting with the ID 01. It makes them shoot exclusively to the upper left section of the screen.
Squishy
Squishy has two unused behavior routines, suggesting they were planned to make more than one appearance in-game. The first behavior setting is behavior 01, which makes them come out of nowhere and launch themself upwards, something they did in some stages of Kirby: Nightmare in Dream Land.
The second behavior setting is behavior 02, which makes them hop in mid-air while chasing Kirby.
Other
Chip
Any Chip must be set to do something in-game. If one manages to add a Chip to a room but doesn't modify their behavior, they will default to just hopping in place.
Droppy
Droppy has an unused "Mix" state that can be triggered by letting them absorb an ability ID that goes past Master's, such as 1B, which corresponds to the unused WAIT state. This will make them run as if they had absorbed an ability that can only be obtained from a Mid-Boss and adopt an incorrect palette. Absorbing Droppy while in this state successfully triggers a Mix on Kirby.
Gordo
Despite being indestructible, Gordo has a set HP value of 2. Nothing can reduce their HP. The first five bytes of Gordo's parameter data are as follows:
00 00 00 00 02
The first two digits are the animations Gordo uses when hit, which default to one of their regular sprites. The last digit is their HP value.
Shotzo
Similarly, Shotzo has a set HP value of 2. They're also an indestructible enemy. The first five bytes of Shotzo's parameter data are as follows:
05 05 64 00 02
The first two digits are the animations Shotzo uses when hit, which just default to their regular idle sprite. The last digit is their HP value.