Kirby & the Amazing Mirror
Kirby & the Amazing Mirror |
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Also known as: Hoshi no Kirby: Kagami no Daimeikyuu (JP) This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page This game has a Data Crystal page |
Kirby & the Amazing Mirror is Kirby's second and final GBA adventure, taking on a Metroidvania type of gameplay similar to Kirby Super Star 's "Great Cave Offensive" mode and featuring three Kirby partners who aren't very helpful. Oh, did we mention Kirby has to save Meta Knight this time around? Aw YEAH!
It was released for the 3DS Virtual Console in December 2011 as part of the 3DS Ambassador Program and Wii U Virtual Console in April 2014 with no differences aside from a lack of multiplayer functionality. However the game would release on the Nintendo Switch Online service in September 2023 with its multiplayer intact.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Resources
Unused Graphics Who knew such a little game could hold so much? |
Unused Palettes Seems like Kirby isn't the only one with differently-colored clones. |
Unused Animations Moving eternally within the data with no one to stop them... |
Unused Music and Sounds I can still hear them echoing through my mind... |
Data
Unused Objects Why are there so many unused Golems in this game? |
Unused Enemy Properties These baddies sure know how to stand in place. |
Unused Cutscenes Lights, camera, glitches! |
Miscellaneous
Regional Differences "You are champion" |
Revisional Differences Flashing lights warning! So many of these... |
Unused Rooms
Debug Room
Using the room ID 3C9, this room uses a similar tileset to Kirby: Nightmare in Dream Land's debug rooms. This was probably used as a debug room earlier in development, but it's empty now. Use code 02020FE6:03C9 and you'll be transported there after you lose a life.
Most of its data is located near the end of the internal room list, including object data, collision data, and more.
Unknown Room
There is another unused room in the game. However, this room, unlike the Debug room, cannot be accessed by cheating due to unique circumstances surrounding it. The preset data for this room is completely missing from the final game, but all the other data (tile map, solidity map and objects) is still there. It doesn't have a traditional room ID, but it does have a numerical ID with the value 04, represented by the leftover object and collision data of it. The only way to access this room is by hacking the game to replace another room's presets.
The room appears to have been built with tileset 13, as assigning that tileset to the room's collision data fits perfectly. No other tileset works. The music and background data is also unknown. The room contains four Maxim Tomatoes and two 1UPs. Their presence suggest this was some kind of test room.
The following patch will restore the room's collision, tilemap, tileset, and all objects. The effects take place when starting from a clean, new save in the American version of the game.
Download Unused Room 04 Patch
File: Unused Room 04 Patch (K&TAM US).zip (231 B) (info)
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Unseen Areas
To do:
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If the camera is allowed to scroll past the normal thresholds, it is possible to see some tiles that cannot normally seen. Some rooms will reveal that up to 48 pixels are cut off at the bottom. Some rooms even have dedicated "off-screen" tiles at the bottom. On the Japanese version, you can edit EWRAM address $0235A4 and $0235A8 (4 bytes) to set the camera's current scrolling threshold.
Unused Partner Kirby Arrival Points
When calling partner Kirbys, they will arrive at a set location depending on your position in the room Kirby's currently in. Some arrival points end up unused due to diverse circumstances. These cases have been documented and mapped below, with the mirror doors representing the points in which the Kirbys spawn.
Goal Game Rooms (Rooms 3D4, 3D5 and 3D6)
The Goal Game rooms are long, vertical rooms that store the initial takeoff point, the Warp Star ride, and the Kirby Dance surface. These rooms prevent Kirby from calling his friends into them, but they still have arrival points set for the takeoff section of the rooms. They consist of only two warps, one near each edge of the screen. The positions are identical between the three rooms. The maps shown below only have the takeoff sections present for clarity.
Room 3D4 | Room 3D5 | Room 3D6 |
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Moonlight Mansion-Olive Ocean Passage (Room B4)
The passage connecting Moonlight Mansion and Olive Ocean has two arrival points that go unused due to the wind current pushing Kirby outside of the trigger area of those points. They're both located on the left. If Kirby calls as soon as possible when entering the room, he will only be able to trigger the last three arrival points (not shown here for the sake of clarity), as partner Kirbys cannot pick up the phone fast enough to trigger the first two when Kirby is passing through them, not even when playing in multiplayer. Even then, the first arrival point the Kirbys can come through is incredibly difficult to trigger, as Kirby has to call on the first frame he's actionable when entering the room.
The right side of the room doesn't contain any unused arrival points, though the last one, located right at the bottom of the passage, is also particularly difficult to trigger and can only be accessed if Kirby uses the Smash ability's Final Cutter at a specific distance away from the bottom.
Carrot Castle-Radish Ruins Passage (Room B5)
The passage connecting Carrot Castle and Radish Ruins also has two unused arrival points on the left side as well. The unused points all suffer from the same problem as before: the wind current pushing Kirby outside their radius. They differ slightly in that the uppermost unused point in the left side of the room is positioned slightly lower compared to room B4's own points. Again, only unused points are shown.
The right passage also has another hard to trigger bottom arrival point, but this one is even more so due to it being positioned slightly lower.
Moley's Room (Room 204)
Moley's room has an unusal out-of-bounds arrival point set in the section of the room the Kirby Dance takes place in. This part is usually inaccesible during regular gameplay, and is only visited after Moley is defeated and his Mirror Shard is collected to host a Kirby dance. By modding the game, however, it's possible to disable the lock on the camera during Moley's fight and simply walk over to that section of the room and call the other Kirbys. When called, they will spawn on the lower right section of the room and get KOd shortly after due to touching the death barrier. The map below only shows the Kirby Dance section of the room.
Carrot Castle Cannon Room (Room 2E1)
The room in Carrot Castle consisting of multiple cannons located before Mega Titan has most of its arrival points unused because they're located in the section where Kirby gets launched uncontrollably by the cannons. It's impossible to enter this area without getting launched first from either one of two cannons located at the beginning of the room on the left side, at which point Kirby will be locked into the cannon sequence and will not be able to get out until he gets launched into the next room. By abusing intangibility glitches with Bomb or by modding the game to remove the cannons, Kirby can get in the cannon section without being launched and trigger some arrival points. These points are arranged in a way that makes the partner Kirbys spawn close to each cannon in the room. The only two points that get used are located right next to the first cannons in the left section of the room (not shown here).
Dark Mind Shooter Section (Room 397)
For some unexplainable reason, the room involving the very last phase of Dark Mind has two arrival points set for partner Kirbys. This room disables Kirby's cell phone and the Warp Star state here doesn't let you take it out even if the room was modified to allow it, so why these points are set is completely unknown. Each warp is located in the upper mid and lower mid sections of the room.
Debug Room (Room 3C9)
Despite being completely inaccessible, the Debug room has its own arrival points set. Similar to the Goal Game rooms, the points are set to be close to the edges of the screen.
Unknown Room
Even the room with the missing presets has arrival points laid out. There's five in total, with four points covering the lower part of the room, and one lone point covering the upper portion of it.
Unused Copy Abilities
Hi-Jump
Hi-Jump, an ability from Kirby: Nightmare in Dream Land, was apparently set to appear in this game. Developer text from a removed Debug Menu lists its attacking sound from the previous game, called SE KBY_HI_JUMP internally. The sound itself also remains, and can be heard in the Collection Room's Sound Player as sound 68, grouped behind UFO's sound effects.
No other copy abilities from the previous game are listed, such as Ball, Light, and Freeze, which leads to the conclusion of Hi-Jump being considered for this game, before ultimately getting cut.
Unfortunately, the sound and its internal name are the only known remnants of this ability. Any graphics of Kirby or his hat are nowhere to be found, and it's unknown if there's code for it.
Unused State
Kirby has an unused state with the value 1B. It seems to be an unfinished version of the "WAIT" state from Kirby: Nightmare in Dream Land. Its effects in-game seem to replace Kirby's current icon with the "WAIT" icon from the previous game, change his pause screen to display nothing, and corrupt his graphics, causing him to adopt the sprites of various Mid-Bosses or other ability hats. The game is also prone to crashing when starting to float or entering a mirror door. It can be accessed by editing the value at 02020FE3 in memory to 1B or with the following Cheat Code:
Version | Code |
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All Versions | 02020FE3:1B |
Alternatively, the following CodeBreaker code can also be used:
Version | Code |
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All Versions | 32020FE3 001B |
Below is how the pause screen looks with this state active in all versions of the game.
Japan | US | Europe |
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Unused Locale Settings
The European version of the game specifically has an unused setting to make the game run in Japanese. The European ROM can be played in English, German, French, Spanish, and Italian when the options are set in the title screen. Japanese, however, is not a selectable language, but the locale can still be accessed by changing the byte at 03000468 in RAM to 00, or by using the following Cheat Code:
Version | Code |
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All Versions | 03000468:00 |
A similar CodeBreaker code can be used:
Version | Code |
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All Versions | 33000468 0000 |
If the code is used when booting the game, the sequence with Kirby and the avalanche of enemies will be the same as the original Japanese version of the game, with only the red Nintendo logo showing up instead of the blue one. After this sequence, the title screen will successfully load the Japanese logo correctly, but it'll keep the English prompts for starting the game.
Aspects such as the intro cutscene, the menus, and the HUD will load as usual. However, the game will have trouble when trying to load some scenarios of the game due to templates for the Japanese locale not existing, not being set up, or their respective Japanese graphics being completely absent from this release. This results in the game calling incorrect graphics, or just simply not loading anything at all. This mainly affects the pause screen and map screens in-game.
Pause Screen | Map Screen |
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The pause screen loads incorrect graphics for the button prompts. |
The map screen loads the English graphics for most of the text, but fails to load the area's name. |
Notably, the sub-games suffer the most from errors, as most of their graphics are missing. However, they are fully playable from start to finish.
If these problems are ignored, then the game is fully playable without many issues. Some things exclusive to the Japanese version of the game will be restored as well, such as the elemental damage icons and the stone ability icon, while other things such as the Japanese version's missile damage and screen freeze glitch will not.
Development Text
Strings relating to the development process.
Debug Text
A whole patch of devtext containing internal BGM and SFX names can be located at 00369A64 in the Japanese version, 0038F29C in the European version, and 003852F0 in the US version. The text was part of a Sound Test Debug Menu, which was removed from the final game, but can still be found on the game's Demo. The table below lists the text, the sound they were associated with, and a translation of the text if needed. Please note that the BGM and SFX are prefixed with "BGM" and "SE" respectively, according to the Debug Menu.
Some of the words might use the Nihon-Shiki romanization style instead of Hepburn romanization. Such cases will be explained and detailed.
BGM | ||
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Text | Translation | BGM |
Non | None | Used when there's no music to play or when a name is not available for a track. |
start_st | Starting Stage | Theme used in Central Circle. |
ply_1 | Play 1 | The theme "Forest/Nature Area" that plays in most of the rooms in Rainbow Route. |
ply_2 | Play 2 | The theme "Flame/Lava Area" that plays in most of the rooms in Mustard Mountain. |
ply_5 | Play 5 | The theme "Castle/Building Area" that plays in most of the rooms in Moonlight Mansion and Carrot Castle. |
boss_mid | Mid-Boss | The theme that plays while fighting a Mid-Boss. |
boss_kyotu | "Kyotu" is an alternate spelling of "kyotsu". What "kyotsu" means is unclear, but it might come from "共通" (kyōtsū), which means "[to have in] common, mutual, shared". Dark Meta Knight, the boss associated with this theme, does certainly have a lot in common with Meta Knight, the character he's impersonating. | The theme that plays when fighting Dark Meta Knight in Radish Ruins and the Dimensional Mirror. |
kbydead | Kirby Dead | Plays when Kirby is KOd. |
SFX | ||
Text | Translation | Sound |
not sound | No sound | Used when there is no sound to play or when there is no name available for a sound. |
kby_jump | Kirby Jump | Sound that plays when Kirby jumps. |
kby_suikomi | Kirby Inhale | Kirby using his inhale attack. |
kby_hoobari | Kirby Stuffed Cheeks | Previously used in Kirby: Nightmare in Dream Land when Kirby successfully inhaled an enemy. Goes unused here, but a similar sound is used by the Snooter enemy, and it can be heard in the Collection Room. |
kby_starshot_1 | Kirby Star Shot 1 | Kirby exhaling a Star Bullet. |
kby_starshot_2 | Kirby Star Shot 2 | Kirby exhaling a Blaster Bullet. |
kby_tyakuti | Kirby Landing. "Tyakuti" is an alternate spelling of "chakuchi". "着地" (chakuchi) means "landing". | Kirby landing on the ground. |
kby_nouryoku | Kirby Ability | Kirby gaining a Copy Ability. |
kby_dmg_1 | Kirby Damage 1 | Kirby yelling while taking damage. |
kby_dmg_2 | Kirby Damage 2 | Kirby grunting while taking damage. |
kby_dmg_3 | Kirby Damage 3 | Kirby taking damage with no vocalization. |
kby_nomikomi | Kirby Swallow | Kirby swallowing an enemy. |
kby_airshot | Kirby Air Shot | Kirby exhaling an air bullet. |
kby_habataki | Kirby Wing Flap | Kirby floating upwards. |
kby_rakka | Kirby Drop | Kirby landing on his head after a long fall. |
kby_dash | Kirby Dash | Kirby initiating a dash. |
kby_sliding | Kirby Slide | Kirby using his slide attack. |
kby_brake | Kirby Brake | Kirby turning around in the middle of a dash. |
kby_oyogi_1 | Kirby Swim 1 | Kirby swimming. |
kby_oyogi_2 | Kirby Swim 2 | Kirby swimming. Duplicate of oyogi_1. |
kby_dmg_ice | Kirby Damage Ice | Kirby taking ice damage. |
kby_dmg_fire_1 | Kirby Damage Fire 1 | Kirby taking fire damage with no vocalization. |
kby_dmg_fire_2 | Kirby Damage Fire 2 | Kirby yelling while taking fire damage. |
kby_dmg_fire_3 | Kirby Damage Fire 3 | Kirby grunting while taking fire damage. |
kby_dmg_fire_4 | Kirby Damage Fire 4 | Duplicate of dmg_ice. |
kby_nobori | Kirby Climb | Kirby climbing a ladder. |
kby_ori | Kirby Descend | Kirby going down a ladder. |
kby_hoshiware | Kirby Star Break | A star bullet exploding upon hittting a wall. |
kby_mizuhaki | Kirby Water Spit | Kirby using his water gun attack. |
kby_mizuoti | Kirby Water Drop. "Mizuoti" is an alternate spelling of "mizuochi". "水落ち" (mizuochi) means a place where water falls. | Kirby entering/getting out of a body of water. |
kby_hosidasi | Kirby Star Release. "Hosi" is an alternate spelling of "Hoshi". "星" (hoshi) means "star". "Dasi" is an alternate spelling of "dashi". "出し" (dashi) is the infinitive form of the verb "出す" (dasu), which means "to extract, take out". | Kirby getting rid of a Copy Ability. |
kby_starhane | Kirby Star Bounce | An ability star bouncing on the ground. |
kby_tyuu | Kirby Kiss. "Tyuu" is an alternate spelling of "chuu". "ちゅう" (chuu) is the Japanese onomatopoeia for a kiss. | Kirby kissing an ally to share health with them. |
kby_shinisou | Kirby Near Death | Critical health alarm. |
kby_tobitati | Kirby Takeoff. "Tobitati" is an alternate spelling of "tobitachi". "飛び立ち" (tobitachi) means "taking off". | Kirby starting to float. |
kby_korogari | Kirby Roll | Stone Kirby landing. |
kby_humi_jump | Kirby Stomp Jump. "Humi" is an alternate spelling of "fumi". "踏み" (fumi) is the infinitive form of the verb "踏む" (fumu), which means "to step on". | Kirby using the "Step-'n-Jump". |
kby_suikomi_loop | Kirby Inhale Loop | Kirby using his inhale attack. |
kby_toridashi | Kirby Take Out | Kirby activating his cellphone. |
kby_fire_loop | Kirby Fire Loop | Fire Kirby using his Fire Breath attack. |
kby_ice_loop | Kirby Ice Loop | Ice Kirby using his Ice Breath attack. |
kby_icecube_osi | Kirby Ice Cube Push. "Osi" is an alternate spelling of "oshi". "押し" (oshi) means "push". | Kirby sending an ice cube away. |
kby_burnin_loop | Kirby Burning Loop | Burning Kirby attacking. |
kby_dokan | Kirby Wham | Kirby crashing against a wall after using Burning or Wheel. |
kby_wheel_loop | Kirby Wheel Loop | Wheel Kirby accelerating. |
kby_wheelbrake | Kirby Wheel Brake | Wheel Kirby braking. |
kby_parasol | Kirby Parasol | Parasol Kirby using Parasol Swing. |
kby_cutter | Kirby Cutter | Cutter Kirby attacking. |
kby_lazer | Kirby Laser | Laser Kirby attacking. |
kby_stone_1 | Kirby Stone 1 | Stone Kirby landing. |
kby_stone_2 | Kirby Stone 2 | Stone Kirby transforming. |
kby_korogari_2 | Kirby Roll 2 | Stone Kirby rolling. |
kby_slowcatch | Kirby Throw Catch. The word "throw" was erroneously translated as "slow" due to the katakana for of both words being the same (スロー, surо̄). | Throw Kirby catching an enemy. |
kby_slownage | Kirby Throw Toss | Throw Kirby throwing an enemy. |
kby_slowhit | Kirby Throw Hit | Thrown enemy hitting a surface. |
kby_sleep1 | Kirby Sleep 1 | Sleep Kirby sleeping. |
kby_sleep2 | Kirby Sleep 2 | Sleep Kirby waking up. |
kby_lazer50 | Kirby Laser 50 | Laser Kirby shooting a laser. |
kby_lazerkabe20 | Kirby Laser Wall 20 | A laser bouncing on a slope. |
kby_hi_jump | Kirby Hi-Jump | Unused sound effect for the also-unused Hi-Jump ability, which previously appeared in Kirby: Nightmare in Dream Land. This is the only leftover of it. |
kby_ufo_tame1 | Kirby UFO Charge 1 | UFO Kirby starting to charge a weak blast. |
kby_ufo_tame2 | Kirby UFO Charge 2 | UFO Kirby charging a weak blast. |
kby_ufo_tame3 | Kirby UFO Charge 3 | UFO Kirby charging a medium blast. |
kby_ufo_tame4 | Kirby UFO Charge 4 | UFO Kirby charging a strong blast. |
kby_ufo_lazer1 | Kirby UFO Laser 1 | UFO Kirby using Chain Beam. |
kby_ufo_lazer2 | Kirby UFO Laser 2 | UFO Kirby using Smart Beam. |
kby_ufo_lazer3 | Kirby UFO Laser 3 | UFO Kirby using Heat Beam. |
kby_ufo_lazer4 | Kirby UFO Laser 4 | UFO Kirby using Piercing Heat Beam. |
kby_ufo_hane | Kirby UFO Bounce | UFO Kirby's Smart Laser bouncing on a slope. |
kby_ufo_nori | Kirby UFO Ride | UFO Kirby idling. |
kby_ufo_tamekiri | Kirby UFO Max Charge. "Tame" means "to charge", "kiri" comes from "kiru", which can mean to do something completely or decisively. | UFO Kirby maxing out a charge. |
kby_spark_loop | Kirby Spark Loop | Spark Kirby using Spark Attack. |
kby_tornado1 | Kirby Tornado 1 | Tornado Kirby using Tornado Attack. |
kby_tornado2 | Kirby Tornado 2 | Tornado Kirby starting a Tornado Attack. |
kby_hammerfuri1 | Kirby Hammer Swing 1 | Hammer Kirby initiating a Hammer. |
kby_hammerfuri2 | Kirby Hammer Swing 2 | Hammer Kirby initiating a Giant Swing. |
kby_hammerhit1 | Kirby Hammer Hit 1 | Hammer Kirby hitting an enemy. |
kby_hammeratari | Kirby Hammer Strike | Hammer Kirby hitting the ground with Hammer. |
kby_fire_oni1 | Kirby Fire Hammer Flip 1. "Oni" comes from "onigoroshi kaen hammer" ("demon-slaying blazing hammer"), the Japanese name of Hammer Flip. | Hammer Kirby initiating a Hammer Flip. |
kby_fire_oni2 | Kirby Fire Hammer Flip 2. | Hammer Kirby swinging his hammer during Hammer Flip. |
kby_hammerhit2 | Kirby Hammer Hit 2 | Hammer Kirby hitting an enemy. |
kby_tornado | Kirby Tornado | Hammer Kirby using Hammer Swing. |
kby_hammerhit3 | Kirby Hammer Hit 3 | Hammer Kirby hitting an enemy. |
kby_sword40_1 | Kirby Sword 40 1 | Sword Kirby using Overhead Slash. |
kby_sword40_2 | Kirby Sword 40 2 | Sword Kirby using Sword Spin. |
kby_sword_mijin1 | Kirby Sword Mince 1. "Mijin" might be short for "みじん切り" (mijingiri), which means "finely chopped". | Kirby using Rapid Sword Slash. Duplicate of sword40_1. |
kby_sword_mijin2 | Kirby Sword Mince 2 | Kirby using Final Stroke. Duplicate of sword40_1. |
kby_sword_final | Kirby Sword Final | Sword Kirby using Final Sword. |
kby_panch | Kirby Punch. The word "punch" was misspelled as "panch" because the Japanese transliteration of the word is spelled as "panchi" (パンチ). | Fighter Kirby using Punch/Vulcan Jab. |
kby_kick | Kirby Kick | Fighter Kirby using Kick. |
kby_spike_panch | Kirby Spike Punch | Fighter Kirby using Spike Punch. |
kby_sky_kick | Kirby Sky Kick | Fighter Kirby using Sky Kick. |
kby_pshot_tame1 | Kirby Power Shot Charge 1 | Fighter Kirby charging a Force Blast. |
kby_pshot_tame2 | Kirby Power Shot Charge 2 | Fighter Kirby charging a Mega Force Blast. |
kby_pshot_tame3 | Kirby Power Shot Charge 3 | Fighter Kirby charging a Giga Force Blast. |
kby_pshot1 | Kirby Power Shot 1 | Fighter Kirby launching a Force Blast. |
kby_pshot2 | Kirby Power Shot 2 | Fighter Kirby launching a Mega Force Blast. |
kby_mega_pshot | Kirby Mega Power Shot | Kirby launching a Giga Force Blast. |
kby_riging | Kirby Rising. The word "rising" was misspelled as such because the Japanese transliteration of the word is spelled as "raijingu" (ライジング). | Fighter Kirby using Rising Break. |
kby_spin_kick | Kirby Spin Kick | Fighter Kirby using Spin Kick. |
kby_moon_kick | Kirby Moon Kick | Fighter Kirby using Moon Somersault Kick. |
kby_crash60 | Kirby Crash 60 | Crash Kirby attacking. |
zakodead1 | Enemy Dead 1 | An enemy exploding. |
zakodead2 | Enemy Dead 2 | An enemy exploding. |
zakodead3 | Enemy Dead 3 | An enemy exploding. |
zakodead_s1 | Enemy Dead S 1 | An enemy gently exploding. |
zakodamage1 | Enemy Damage 1 | An enemy getting hit. |
dmg_icehit | Damage Ice Hit | An enemy suffering from ice damage. |
dmg_cutterhit | Damage Cutter Hit | An enemy getting hit by a cutter. |
dmg_swordhit | Damage Sword Hit | An enemy getting hit by Sword Kirby. |
hit_1 | Hit 1 | An enemy suffering from heavy damage. |
hit_2 | Hit 2 | An enemy suffering from heavy damage. |
zako_bomb | Enemy Bomb | A Foley or Bang-Bang exploding. |
zako_dead_ice | Enemy Dead Ice | A frozen enemy exploding. |
zako_tobitachi | Enemy Takeoff | An enemy jumping. |
zako_shot1 | Enemy Shot 1 | An enemy shooting or throwing something. |
zako_fire1 | Enemy Fire 1 | Hot Head shooting fire. |
zako_spark1 | Enemy Spark 1 | Sparky attacking. |
zako_jump1 | Enemy Jump 1 | Droppy jumping. |
zako_shot_zo | Enemy Shotzo | Shotzo shooting a bullet. |
bress__dosin_s | Press Thud S | A regular Golem landing. |
roal_start | Roll Start. The word "roll" was misspelled as such because... well, that's how it kinda sounds like. | Wheelie accelerating. |
roal_kabe | Roll Wall | Wheelie colliding with a wall. |
apper_apper | Upper Upper. The word "upper" was misspelled because the Japanese transliteration of the word is "appā" (アッパー). | A fighter Golem doing an uppercut. |
foaly_bombnage | Foley Bomb Throw | Foley detaching itself from its propeler. |
syuty_shot | Shooty Shot. "Syuty" is an alternate spelling of "Shūti" (シューティ), Shooty's Japanese name. | Shooty shooting a laser. |
dittshi_jab | Boxin Jab | Boxin punching. |
ditshi_apper | Boxin Upper | Boxin doing an uppercut. |
heavyknight_sword | Heavy Knight Sword | Heavy Knight swinging his sword. |
gleat_tyakuti | Great Landing | Giant Rocky doing a ground pound. |
birug_nomikomi | Snooter Swallow | Snooter swallowing Kirby or food. |
birug_hakidashi | Snooter Spit Out | Snooter spitting out Kirby. |
m_boss_exp | Mid-Boss Explosion | A Mid-Boss exploding. |
m_boss_damage1 | Mid-Boss Damage 1 | A Mid-Boss taking damage |
m_boss_kizetu | Mid-Boss Fainting. "Kizetu" is an alternate spelling of "kizetsu". "気絶" (kizetsu) means "to faint". | A Mid-Boss getting defeated. |
m_boss_flash | Mid-Boss Flash | A Mid-Boss about to explode. |
cat_atk | Cat Attack | Batafire attacking. |
cat_fireboal | Cat Fireball | Batafire launching fireballs. |
b_boss_exp | Big Boss Exploding | The crowd cheer after defeating a Boss. |
b_boss_flash | Big Boss Flash | The sound that plays when Kirby deals the last hit to a Boss. |
king_tataki | King Pound | King Golem slamming his hand on the ground. |
king_goalem | King Golem | King Golem releasing a Golem. |
item | Kirby picking up an item. | |
oneup | Kirby picking up a One Up. | |
kaifuku | Recovery | Kirby healing. |
kbydead_fgm | Kirby Dead Foreground Music | Another player getting KOd in multiplayer. |
pause | Game pause. | |
select | A player selecting an option in the main menu. | |
kettei | Decision | A player choosing an option in the main menu. |
keitai_coal | Phone Call | Kirby's cellphone ringing. |
keitai_tyak | Incoming Call. "Tyak" is an alternate |
Another playing receiving a call. |
koware1 | Break 1 | A Star Block breaking. |
switch | Kirby pressing a switch. | |
tobira_f1 | Door F 1 | Kirby entering a door. |
tobira_f2 | Door F 2 | Kirby entering a door to Central Circle. |
takara | Treasure | Kirby collecting an item inside a treasure chest. |
Nintendo SRAM
Located at 0xD60864:
MultiSio4Sio32Load020820 Sio32MultiLoad010214 NINTENDOSRAM_V113
Build Dates
Located at F87AF0 in the Japanese version, F32D94 in the US version, F4026C in the European version and A2BF78 in the prototype, included here for comparison. The Japan Revision 1 version, the Japan Virtual Console version and the USA Virtual Console version do not differ from their "parent" versions.
Prototype | Europe | USA | Japan |
---|---|---|---|
0.21 Mon Dec 29 19:37:23 2003 |
1.01 Mon Apr 19 20:21:54 2004 |
1.03 Mon Apr 12 19:58:05 2004 |
1.08 Tue Mar 2 02:08:54 2004 |
Unused Compressed Spots
Various areas inside the ROM contain compressed properties, but they're strangely empty. The adresses below are from the European version of the game. While the Japanese and American versions of the game have more unused compressed areas, it's because most of these were placeholders for graphics that were to be used in the European build, and eventually became used.
Address | Image Number | Notes |
---|---|---|
001E21A8 | 164 | Located between the Italian pause screen description for Master and the World Map graphic. |
002E073C | 755 | Located between the graphics for the save data corruption message and the graphics that show up in the World Map when pressing a Big Switch. |
00D888D4 | 1195 | Located right next to the graphics of an English connection error for a Subgame. |
00DAB364 | 1199 | Located right next to the graphics of a German connection error for a Subgame. |
00DCDFB4 | 1202 | Located right next to the graphics of a French connection error for a Subgame. |
00DF0C88 | 1205 | Located right next to the graphics of a Spanish connection error for a Subgame. |
00E13748 | 1208 | Located right next to the graphics of an Italian connection error for a Subgame. |
00E3938C | 1215 | Located right next to the graphics of an Italian connection error for a Subgame. |
00E71A6C | 1218 | Located right next to the graphics of an English connection error for a Subgame. |
00E9EA08 | 1222 | Located right next to the graphics of a German connection error for a Subgame. |
00ECB92C | 1226 | Located right next to the graphics of a French connection error for a Subgame. |
00EF8888 | 1230 | Located right next to the graphics of a Spanish connection error for a Subgame. |
00F25718 | 1234 | Located right next to the graphics of an Italian connection error for a Subgame. |
Possibly Cut Graphics
When Kirby is transported to Dark Mind's last phase, any ability that he had on him will be removed immediately. Thanks to glitches, however, it's possible to keep the abilities of the other Kirbys. To do so, Kirby must call his friends when the screen is almost fully red after defeating Dark Mind's core. This will result in the Kirbys being able to move around the cutscene where Dark Mind escapes, and conserve the ability when the final fight begins. There's a side effect to all of this, as the ability hats (or parasol, in the case of Parasol Kirby) of the Kirbys will just stay floating beside the Warp Star. However, there is one ability who has a unique effect: Missile.
Missile is the only ability that has a unique sprite when riding the Warp Star. It's identical to one of his sprites when climbing a ladder, but it's located at a different spot in the ROM. While the ladder sprite is located at 005B5D18, this one is located at 005B9458. Missile, unlike other abilities, doesn't have separate sprites for his hat.
Other abilities who have their hats and base sprites as one, such as Cupid, Hammer, Fighter, and Throw, will crash the game if this glitch is attempted with them. This most likely means that the game is trying to load graphics that no longer exist for these abilities. As for abilities that have their hats separate, they could be loading their default hat sprite due to the game being unsuccessful at finding the correct graphic.
All of this indicates that, at one point, every ability was planned to have a special graphic/hat for the Warp Star ride at the final fight, but for unknown circumstances, they were cut.
Dark Mind Glitch and Unused Hit Counter Behavior
An EXTREMELY rare Glitch can occur at the last Dark Mind fight that causes a softlock. It can happen randomly, and there are no clear requirements for it.
During the post-credits scene, Dark Mind has an absurdly low chance of simply not dying. The player can keep hitting him, but he will never explode. This unfortunate event can at least let us see some unused behavior from the hit counter. If the player is patient enough to surpass 999 hits to Dark Mind's core... ...the counter just resets to 000 hits. Cool.
Oddities
- Despite what the lives counter would have us believe, the game actually caps lives at 255 instead of 99.
- The cutscene where Kirby unlocks the Ability Room uses a dedicated tileset that depicts the upper left corner of the Central Circle. Curiously, it seems to be based on an earlier version of said room, as the mirror to Peppermint Palace is using its design from the Demo, consisting of a more cavern-like frame isntead of the more refined, castle-like frame. The tileset for this cutscene only includes the top part of Peppermint Palace's mirror's frame.
References
- ↑ 1.0 1.1 1.2 CREDITS - Planning: Flagship, Programming: Dimps, Debug: HAL Laboratory
- ↑ 2.0 2.1 https://www.nintendo.co.uk/Games/Game-Boy-Advance/Kirby-The-Amazing-Mirror-266914.html
- ↑ https://twitter.com/Sora_Sakurai/status/1382529108605800448
- ↑ https://www.ign.com/games/kirby-the-amazing-mirror
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