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 |
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 Music and Sounds I can still hear them echoing through my mind... |
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! |
Regional Differences "You are champion" |
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
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.
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 |
---|---|---|
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 | The theme "Forest/Nature Area" that plays in most of the rooms in Rainbow Route. | |
ply_2 | The theme "Flame/Lava Area" that plays in most of the rooms in Mustard Mountain. | |
ply_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". 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 flapping wings | 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 sliding | Kirby using his slide attack. |
kby_brake | Kirby brake | Kirby turning around in the middle of a dash. |
kby_oyogi_1 | Kirby swimming 1 | Kirby swimming. |
kby_oyogi_2 | Kirby swimming 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 going up | Kirby climbing a ladder. |
kby_ori | Kirby going down | Kirby going down a ladder. |
kby_hoshiware | Kirby cracked star | A star bullet exploding upon hittting a wall. |
kby_mizuhaki | Kirby water spout | Kirby using his water gun attack. |
kby_mizuoti | Kirby water drop. "Mizuoti" is an alternate spelling of "mizuochi". "水落" (mizuochi) means "water drop" (as in something dropping onto a body of water). | Kirby entering/getting out of a body of water. |
kby_hosidasi | Kirby extracted star. "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 feather star | An ability star bouncing on the ground. |
kby_tyuu | Kirby mwah. "Tyuu" is an alternate spelling of "chuu". "ちゅう" (chuu) is the Japanese onomatopoeia for a kiss. | Kirby kissing one of his buddies. |
kby_shinisou | Kirby about to die | Kirby in critical health. |
kby_tobitati | Kirby taking off. "Tobitati" is an alternate spelling of "tobitachi". "飛び立ち" (tobitachi) means "taking off". | Kirby starting to float. |
kby_korogari | Kirby rolling | Stone Kirby landing. |
kby_humi_jump | Kirby stepping 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 boom | 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 rolling 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 throwing | 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 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 wing | UFO Kirby's Smart Laser bouncing on a slope. |
kby_ufo_nori | Kirby ufo riding | UFO Kirby idling. |
kby_ufo_tamekiri | Kirby ufo last minute charge (?). "Tame" means "to charge", "kiri" might be an alternate spelling of "giri", which might be short for "ギリギリ" (girigiri), which means "last minute/just in time". | 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 drawback 1 | Hammer Kirby initiating a Hammer. |
kby_hammerfuri2 | Kirby hammer drawback 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 oni 1 | Hammer Kirby initiating a Hammer Flip. |
kby_fire_oni2 | Kirby fire oni 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 finely chopped 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 finely chopped 2 | Kirby using Final Stroke. Duplicate of sword40_1. |
kby_sword_final | Kirby final sword | 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 | Dead enemy 1 | An enemy exploding. |
zakodead2 | Dead enemy 2 | An enemy exploding. |
zakodead3 | Dead enemy 3 | An enemy exploding. |
zakodead_s1 | Dead enemy s1 | 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 | An enemy suffering from heavy damage. | |
hit_2 | An enemy suffering from heavy damage. | |
zako_bomb | Enemy bomb | A Foley and Bang-Bang exploding. |
zako_dead_ice | Dead enemy ice | A frozen enemy exploding. |
zako_tobitachi | Enemy taking off | 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 | Doshin press small | Giant Rocky 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 spitting 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 bash | 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 | Choice | A player choosing an option in the main menu. |
keitai_coal | Phonecall | Kirby's cellphone ringing. |
keitai_tyak | Incoming phonecall. "Tyak" is an alternate |
Another playing receiving a call. |
koware1 | Broken 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.
Revisional Differences
- The Wii U Virtual Console and Nintendo Switch Online releases reduced the flashing lights that appears when defeating a boss, as part of Nintendo's newer policies in order to avoid causing epileptic seizures.
The following content may induce seizures and has been hidden by default. Click to reveal: | ||||
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- Similarly, getting hit by Dark Mind and hitting him in his final phase changes the flashing lights to have a darker palette.
The following content may induce seizures and has been hidden by default. Click to reveal: | ||||
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- The Wii U and 3DS Virtual Console releases have no way of initiating a multiplayer game, effectively removing it.
Oddities
- Despite what the lives counter would have us believe, the game actually caps lives at 255 instead of 99.
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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