If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Kid Icarus

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Kid Icarus: Angel Land Story

Also known as: Hikari Shinwa: Palutena no Kagami (JP)
Developer: Nintendo R&D1
Publisher: Nintendo
Platforms: NES, Famicom Disk System
Released in JP: December 19, 1986 (FDS)
Released in US: July 1987
Released in EU: February 15, 1987

DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

Kid Icarus is the story of a winged angel named Pit (not "Kid Icarus") who is sent to protect Angel Land from an onslaught of beasts, most recognizably Eggplant Wizards.

Reaper Hidden Sprite


The Reaper enemies shoot out sprites which correspond to their sight hit detection. These use tile #$5F, which is normally blank; replacing the empty tile with any other graphic (e.g. a checkerboard in the above screenshot) will make them visible. Because sprites can't be used for collision detection on NES hardware, it's likely these sprites were assigned a visible graphic during development for debugging purposes.

These sprites are shot in an alternating high/low pattern, as seen in the screenshot. These sprites will disappear if they touch any non-empty background tile, at which point the Reaper immediately throws out another one.

Game Genie code ZEXEXVYS will modify the routine that writes tile #$5F to use tile #$0A (a placeholder square) instead, rendering the sprites visible.

(Source: DukeDonuts, Rusty)

Regional Differences

To do:
Rip more of the NES and FDS audio to compare.


Lose a Life

Famicom Disk System Nintendo Entertainment System

The Japanese/Famicom Disk System version notably has more instruments than it's NES counterpart. Interestingly, this would become the variant which would also be referenced in Kid: Icarus Uprising.

Victory/Stage Clear

Famicom Disk System Nintendo Entertainment System

Same applies as above.

Title Screen

FDS Kid Icarus Title Screen.png Kid Icarus title.png

The original Japanese title is 光神話 パルテナの鏡, Light Myth: Palutena's Mirror. Besides the title change, the English logo uses a heart piece and a pegasus wing for a stylized "i" and "r". In addition, the green decoration received darker shading, the clouds and copyright were repositioned, and the trademark symbol was redrawn.

Select Screen

FDS Kid Icarus Select Screen.png NES Kid Icarus Select Screen.png NES Kid Icarus Enter Sacred Words.png

The Japanese version features a File Select screen with three save slots, which displays your score and how many hearts you've collected. A top five high score list is also present. The NES version uses a tedious password system instead.

Menu Screen

FDS Kid Icarus Menu Screen.png NES Kid Icarus Menu Screen.png

The Menu Screen in the FDS version displays your file name at the top of the screen. The blue bricks were changed to gray and instead of only white text, the NES version received blue and beige colored text. Also, the MAP text is always visible in the NES version. In the FDS version, it only appears when you have obtained one.

FDS Kid Icarus Menu Screen 2.png
Additionally, the "Check Sheet" (MAP) text is green colored in the FDS version.


The ending requirements were changed between versions. While your Strength and Stamina determines the outcome in the FDS version, your Hearts, Strength, Stamina, and Weapons, determines the outcome in the NES version. Also, the FDS version contains an ending which was removed from the NES version, while the NES version contains an ending that is not in the FDS version:

FDS (Worst Ending) NES (Best Ending)
Kidicarus-1.png Kidicarus-2.png
The light of peace has returned to Angel Land!
However, your fight doesn't end here.
You must keep battling to protect this peace!

All five endings in the FDS version consists of a screen with Pit and Palutena against a black background. In the NES version, some nice graphics were added and the best ending and the other four endings background differed slightly from each other. In addition, the message was instead moved to a separate screen and a staff roll was added.

  • The Japanese version was only released for the FDS, and that version contains not only an enhanced soundtrack made in mind for the Disk System's improvements over the base unit, but took advantage of the controller's microphone to haggle with the shopkeepers (in the NES version, you do this by holding A and B on Controller 2). The 3D Classics release on the Nintendo 3DS is mostly based on the FDS version with the save system and audio intact; however, the last level, endings and haggling method are more similar to the NES version.
  • A few changes were made to the last level in the American version: the screen scrolls automatically rather than based on the player's movement, you no longer have to hold the Jump button to fly, you can fly through the bricks and pillars, and enemy patterns have been changed. These differences make the American version a little easier. Additionally, when you defeat the boss, the eyeball reveals a collapsing Medusa.