Kirby Super Star

Kirby Super Star makes Kirby's Adventure look like Kirby's Dream Land.

Unused Rooms
A few of the game's many, many rooms are never used. Game Genie codes will change the first door in Green Greens to exit to the appropriate room, unless noted otherwise.

Room 11C


Game Genie code

A completely empty room using the Green Greens theme. The music played is the track used in "Dyna Blade" Stage 1.

Room 120


Game Genie code

An unused quick tutorial room. Based on its placement by ID, this would be a quick tutorial for "Spring Breeze". The actual quick tutorial used for "Spring Breeze" is the same as the one used for "Dyna Blade".

Room 12A


Game Genie code (used for the first door in Dyna Blade Stage 3)

Unused bonus cannon room. This should be used after the Iron Mom battle on the main map. It's placed directly before the Iron Mom battle room, just as the other bonus cannon rooms are placed before the first actual room of a level. Presumably a door with a room warp ID of FF7F would lead to this room, but there's no room in the level data to place a door warp.

Since this room is never accessed the way it's intended, the object graphics are loaded incorrectly. To fix this, beat a level in "Dyna Blade" first, then immediately go to "Dyna Blade" Stage 3 and enter the door. This will fix the object graphics, but the bonus cannon will not use the proper yellow palette.

Stage Oddities
Some rooms in the game have hidden content that can never be accessed through normal play. Currently this is only seen in rooms from "Revenge of Meta Knight", but similar content may exist in other rooms as well.

Meta Knight Stage 1


Hidden from view in the first room of this stage is a solitary Wheelie on a ledge. It's positioned right above where Kirby's Warp Star crashes. Stranger still is that this is the only Wheelie in that room. Its behavior is set to charge at Kirby when he gets too close.



On his Warp Star rampage, Kirby never moves close enough to the Wheelie to activate it. Even if he did, the Warp Star goes too fast for the Wheelie to catch up.

Use Game Genie code and enter the first door in Green Greens. You'll be able to move around freely in the left side of the room.

Meta Knight Stage 5


Another enemy that's hidden in normal play. This Waddle Doo is never activated, as the camera never scrolls far enough to the right.



Further to the right are some tiles that don't appear anywhere else in the game. They even have the correct properties, sloped and everything! Perhaps there was supposed to be a Maxim Tomato or 1-Up or something down this path.

Game Genie code will place you on the right side of the Laser Ball wall. Just take the first door in Green Greens.

Meta Knight Stage 8


In the room after the Meta Knight battle, there's a door that can't be entered in normal play. The player doesn't have any control over Kirby at this point. However, through hacking you can enter the door, and...it actually works!



In this room's level data, there's a specific warp coded for that door. The warp goes to...the same room, slightly below the normal spawn point. This might have been put in for testing purposes in case the Wheelie helper failed to spawn.

Unused Level Tiles
Tiles that are unused. Self-explanatory, really.

Wooded Hollow


A gigantic amount of tiles for the Wooded Hollow tileset remain unused in the game. There are four rooms in the game that use this tileset, and they're all mostly flat, with no platforms at all! Spikes, bomb blocks, even regular blocks are never used in those four rooms. This tileset was obviously planned to be used in more rooms, but...oh well.

Unused Room Palettes
Game Genie codes are provided where applicable.

Palette 69


An unused wavy grass palette, sort of an autumnal sunset kind of thing. Use Game Genie code to set this palette to the first room of Green Greens.

Palette 93
A dark version of Palette 90. Light and dark palettes are only used in three places: the lit and unlit candle rooms in the Old Tower area of "The Great Cave Offensive", and for Kracko's lightning attack. Both candle rooms use the light and dark blue ruins palettes, so this never gets used. Game Genie code will enable this palette in the lit candle room.

Palette 94
Same as above, but with a green color scheme. Game Genie code alters the palette in the unlit candle room.

Palette 95


This would presumably be used for a dark room too, but there's no corresponding bright palette in the game.

Palette AB


A brighter version of the dark cloud palette that's used in the game. Game Genie code sets Bubbly Clouds' first room to use this palette.

Version Differences
A throng of graphical changes were made between the JP and international versions of the game, most of them involving the abject terror that is Japanese food.

Food


12 of the food items were altered from the Japanese version. The foods at the top are Japanese, the ones at the bottom are from the other releases. You probably figured that out on your own.

Tutorial
The Shoshinsha mark (a Japanese symbol used for newbies/new drivers) was replaced by good ol' Kirby elsewhere. As the tutorial icon consists of two halves that are "slammed" together, the driving symbol makes more sense than cutting poor Kirby in half.

Interestingly, Super Star Ultra uses two halves of a whole Kirby in all versions.

Samurai Kirby
There are weeds in the foreground of this mini-game in the Japanese version. This was eliminated for translation text, but was restored in Kirby Super Star Ultra.

Final Credits
The credits for Milky Way Wishes had a "maido" sign next to one of the Kirby graphics in the Japanese version. In addition, "and more..." was changed to "There's more..." at the very end (this change was reverted for Super Star Ultra, possibly because the end credits are now an FMV).

Virus Battle
Every single opponent in The Arena has the same exact name written in plain English for the Japanese version as well - except for Computer Virus, which was originally known as Battle Windows. It was likely changed because players might confuse it as a PC jab. This was reverted for Super Star Ultra.

The Arena Animation
In the Japanese version, the title text for The Arena "explodes" onto the logo as it fades in. This was removed in other versions. In addition, the graphic of Kirby on a recent save file had kanji behind him.

Glitches
All of the following glitches work only on the Japanese version. Each one requires you to press two opposing directions on the controller at the same time.


 * As Jet Kirby, do a semi-charged or fully-charged boost in midair. Pressing Up + Down while flying sends Kirby flying diagonally. If he bumps into a wall after a semi-charged boost while holding Up + Down, Kirby will bounce skyward very fast.


 * As Fire Kirby, do a running boost in midair. Pressing Up + Down causes Kirby to zip downward very fast, passing through floors.


 * As Plasma Kirby, holding Left + Right and pressing Up charges to the maximum immediately, allowing you to fire fully-charged shots right away.


 * As Yo-Yo Kirby, pressing Up + Down + Y in midair causes Kirby to disappear forever. If you do this with a helper, the game acts as if the helper doesn't exist.


 * Pressing Up + Down on a ladder crashes the game.

Error Message


This simple error message comes up at boot if anything other than a regular SNES controller is plugged into either controller port.