From The Cutting Room Floor
Also known as: Hoshi no Kirby:
This game has unused areas.
Kirby's Adventure is one of the most graphically-advanced games released for the NES, released near the end of the console's life cycle. It has a great amount of unused content, too – some of which would be recycled for future Kirby games.
It was remade in 2002 for the Game Boy Advance as Kirby: Nightmare in Dream Land, followed by a 3DS port in 2011 as 3D Classics: Kirby's Adventure, using the original NES resources with minor differences like depth effects.
Rooms used for testing purposes.
Rooms that didn't make it in the final version of the game.
Color palettes left by the wayside.
Not so much the objects themselves, but the way they behave.
These tiles of a tiny Kirby are found in sprite bank 8C, along with the graphics for the Mike and Ball abilities. These graphics were possibly used for an ability that no longer exists in the game. The oddly-sized Kirby would have been used for a shrinking animation (Kirby does the raised hand pose for abilities like Crash and Light that aren't demonstrated right away).
This Mini ability might have been replaced with the UFO power. All of the other ability tiles are close together in graphic banks 80-99, while the UFO Kirby graphics are located in bank C6. UFO is also the last normal ability by ID, further supporting this theory.
12 years later, this ability would finally be implemented in Kirby and the Amazing Mirror...although in that game, you can't slide while using this power.
Track 16 (10 hexadecimal in-game) in the Sound Test is an upscale version of the Kirby's Dream Land title screen theme.
An untranslated duplicate of the invincibility icon. The icons normally used by the game are stored in banks 40-4B.
Graphics for seven different water tiles of this style. Only two appear in-game.
What they would have looked like animated.
This icon does appear in-game, but is nearly impossible to see normally. Using the Mix ability, it can easily be seen during the roulette selection of abilities using an emulator's frame-by-frame advance feature. It was meant to be used when Kirby hopped into a cannon and, oddly enough, is used in the French version!
This icon was also restored and used in the 3DS port.
This entire graphics bank is unused! It would have been used for the second dark room in the game.
How the stage could have looked.
The bank used for the Level intro font seems to contain graphics for an early version of the stage hub HUD. This is much darker than the HUD used in-game and the graphics are very different.
This bank contains data for a 7th stage door graphic. The largest level hub only has six stages in it, rendering this unused.
These three frames aren't shown in-game at all. The Mr. Frosty frame is similar to frames seen in future games, where it's used after he charges at you and falls down. The Poppy Bros. Sr. graphic is similar to his normal death frame, but his feet are on the ground. The Rolling Turtle graphic is strange – perhaps he could hide in his shell during battle?
At the end of the first room in Stage 2 of Vegetable Valley is the name "HAL" in the form of many Star Blocks; however, it is inaccessible due to the Warp Star beforehand that forces the camera to stop going to the right. However, if you manage to overload the game's sprite memory (e.g., by throwing Cutters while several enemies are present) as the Warp Star scrolls into view, it will disappear, allowing you to see the HAL blocks.
Oddly, a Broom Hatter is present on the "L". Going through the door at the end will take you to the next area.
Many HAL rooms, including this one, are also present in Kirby: Nightmare in Dream Land, but they are inaccessible without codes.
There are two versions of Kirby's Adventure: PRG0 CHR0 and PRG1 CHR0.
At ROM address 0x7FFF0, PRG0 contains the peculiar string RGKK_SetStillX. In PRG1, this was changed to an unreadable hex string (FF DD FE F7 FF 77 FF BF FF DF FF FF 7F FD FF F5).
The spacing of the "KIRBY'S ADVENTURE" text is incorrect on the first few story pages in PRG0. This was fixed in PRG1.
The Japanese version is largely identical to the English one except for Japanese text, although all of the ability icons were originally rendered in English - including the "Burning" icon, which was changed to "Fireball" for unknown reasons. The Japanese version also lists Ice Cream Island as Icecream Island, and all instances of the Fountain of Dreams was the Fountain of Dream. The Japanese Nightmare in Dream Land retains the Japanese nomenclature.
The French version appears to be based on the English release, but the level and ability names were changed from English to French. It also used the rare "Cannon" icon properly, although it is now "Canon".
It is possible to pass through the sloped floors in the second area of 7-3. The easiest way to do it is to jump towards the point where the upper and lower slopes meet, then quickly press Up to inhale air right before Kirby touches the point. If done correctly, Kirby will pass through the slopes. If you do this with the structures on either side of the screen (as pictured to the left), Kirby will get stuck, forcing you to reset the game if you haven't cleared the stage yet!
|The Kirby series|
|Game Boy (Color)||Kirby's Dream Land • Kirby's Pinball Land • Kirby's Dream Land 2 • Kirby's Block Ball • Kirby's Star Stacker|
|SNES||Kirby's Dream Land 3 • Kirby's Dream Course • Kirby's Avalanche • Kirby Super Star|
|BS-X||Kirby no Omocha Hako Baseball • Kirby no Omocha Hako Pinball|
|Nintendo 64||Kirby 64: The Crystal Shards|
|GameCube||Kirby Air Ride|
|Game Boy Advance||Kirby: Nightmare in Dream Land • Kirby and the Amazing Mirror (Prototype)|
|Nintendo DS||Kirby: Canvas Curse • Kirby Squeak Squad • Kirby Mass Attack|
|Wii||Kirby's Return to Dream Land|