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Kirby & the Amazing Mirror

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Title Screen

Kirby & the Amazing Mirror

Also known as: Hoshi no Kirby: Kagami no Daimeikyuu (JP)
Developers: Flagship[1], Dimps[1], HAL Laboratory[1]
Publisher: Nintendo[2]
Platform: Game Boy Advance
Released in JP: April 15, 2004[3]
Released in US: October 18, 2004[4]
Released in EU: July 2, 2004[2]
Released in AU: December 23, 2004


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
DCIcon.png 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.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Resources

Kirby & The Amazing Mirror Shock.png
Unused Graphics
Who knew such a little game could hold so much?
Kirby & The Amazing Mirror Palette.png
Unused Palettes
Seems like Kirby isn't the only one with differently-colored clones.
Kirby & The Amazing Mirror Anim 0347 0B.gif
Unused Animations
Moving eternally within the data with no one to stop them...
Kirby & The Amazing Mirror Music.png
Unused Music and Sounds
I can still hear them echoing through my mind...

Data

Kirby & The Amazing Mirror Stoppy Sprite.png
Unused Objects
Why are there so many unused Golems in this game?
Kirby & The Amazing Mirror Unused Chip behavior.gif
Unused Enemy Properties
These baddies sure know how to stand in place.
Kirby & The Amazing Mirror Cutscenes.png
Unused Cutscenes
Lights, camera, glitches!

Miscellaneous

Kirby & The Amazing Mirror Ouch JP.png
Regional Differences
"You are champion"
Kirby & The Amazing Mirror Revisional Icon.png
Revisional Differences
Flashing lights warning! So many of these...

Unused Rooms

Debug Room

There was a room here.

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.

It's gone now.

Most of its data is located near the end of the internal room list, including object data, collision data, and more.

(Source: GoldS)

Unknown Room

Another unused room. Its header is missing.

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.

Pretty nice to look at though.

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.png Download Unused Room 04 Patch
File: Unused Room 04 Patch (K&TAM US).zip (231 B) (info)


(Source: UraYukimitsu, Vyroz (patch))

Unseen Areas

Hmmm...
To do:
  • Interesting examples
  • Figure out if the addresses listed below work on the other game versions.
  • In some rooms, there are sections that you cannot fully see during normal gameplay because they are placed too far behind walls. See VGMaps for a quick check. (Examples: Top right of room 741 - you can uppercut there but still not see everything; top right and bottom left of room 535; top right of room 731 - can uppercut off a helper Kirby, but still not quite see everything; some rooms in Olive ocean (...)

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.

(Source: Mugg1991)

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
Kirby & The Amazing Mirror Room 3D4 Arrival.png Kirby & The Amazing Mirror Room 3D5 Arrival.png Kirby & The Amazing Mirror Room 3D6 Arrival.png
(Source: Mugg1991)

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.

Kirby & The Amazing Mirror Room B5 Arrival.png

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.

(Source: Vyroz)

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.

Kirby & The Amazing Mirror Room B4 Arrival.png

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.

(Source: Vyroz)

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.

Kirby & The Amazing Mirror Room 204 Arrival.png

(Source: Mugg1991)

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).

Kirby & The Amazing Mirror Room 2E1 Arrival.png

(Source: Vyroz)

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.

Kirby & The Amazing Mirror Room 397 Arrival.png

(Source: Vyroz)

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.

Kirby & The Amazing Mirror Room 3C9 Arrival.png

(Source: Vyroz)

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.

Kirby & The Amazing Mirror Room 04 Arrival.png

(Source: Vyroz)

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.

(Source: Vyroz)

Unused State

Hello Mr. Flosty.

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
All Versions 02020FE3:1B

Alternatively, the following CodeBreaker code can also be used:

Version Code
All Versions 32020FE3 001B

Below is how the pause screen looks with this state active in all versions of the game.

Japan US Europe
Kirby & The Amazing Mirror Unused Pause JP.png Kirby & The Amazing Mirror Unused Pause US.png Kirby & The Amazing Mirror Unused Pause EU.png
(Source: Vyroz)

Unused Locale Settings

Kinda weird to look at, huh?

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
All Versions 03000468:00

A similar CodeBreaker code can be used:

Version Code
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
Kirby & The Amazing Mirror EUR JP Locale 2.png
The pause screen loads incorrect graphics for the button prompts.
Kirby & The Amazing Mirror EUR JP Locale 3.png
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.

Speed Eaters Crackity Hack Kirby Wave Ride
Kirby & The Amazing Mirror EUR JP Locale 4.png
Speed Eaters' only loads the platter's cover and the [!!] prompt.
Kirby & The Amazing Mirror EUR JP Locale 5.png
Crackity Hack only loads the moving power meter and the backgrounds.
Kirby & The Amazing Mirror EUR JP Locale 6.png
Wave Ride only loads the water, ramps, and background.

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.

(Source: Vyroz)

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
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 mispelling of "chaku", which is a shortened form of "chakushin chū". "着信中" (chakushin chū) means "incoming phonecall". 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.
(Source: Vyroz, heynow)

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.
(Source: Vyroz)

Possibly Cut Graphics

Example of the glitch with Parasol.

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.

The glitch with 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.

Kirby & The Amazing Mirror Unused Missilie Sprite.png

(Discovery: Mugg1991)

Dark Mind Glitch and Unused Hit Counter Behavior

Kirby & The Amazing Mirror Dark Mind Glitch.gif

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.

(Source: Vyroz)

Oddities

Kirby & The Amazing Mirror Golden Door Cutscene.png
  • 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.

Kirby & The Amazing Mirror Golden Cutscene Tileset.png

References