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Kirby's Dream Land 2

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Title Screen

Kirby's Dream Land 2

Also known as: Hoshi no Kirby 2 (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platforms: Game Boy, Super Game Boy
Released in JP: March 21, 1995
Released in US: May 1, 1995
Released in EU: July 31, 1995


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

Kirby's biggest adventure yet!*

*Assuming "yet" means 1995

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Graphics

Level Tiles

Raw Graphics (0x5E07E, +1 for compressed data) Full Blockset (0x5E38B, +4 for compressed data)
That's a cute little diamond those four tiles make up there. I love beautiful wood, don't you?

These level tiles for some kind of tree environment do not get referenced by any room in the game.

(Source: Original TCRF research)

Sprites

Blowing Bubbles With Kine

No, Kirby, you are not the fish here.

Just like with Rick and Coo, Kine's metasprite set for inhaling at 0x29FA7 uses frames 07 to 0A for blowing bubbles underwater. As Kine instead allows Kirby to inhale while underwater, these frames go unused.

(Source: Original TCRF research)

Efreeti Lookalikes

What's up gamers, TankfreetiGaming here, and today we are playing Blaster Master by Sunsoft for the Nintendo Entertainment System!

Graphics at 0x30113 and metasprites at 0x32B91. A scrapped enemy design of a creature resembling Efreeti, the first midboss, riding a tank that could seemingly fire bullets. Tanks were initially considered for this game as a vehicle for Kirby to ride, but this is all that remains of that thinking in the final game.

(Source: Original TCRF research)

Let's stand for the ovation and give Efreeti a...*hand*!...or two.

Graphics at 0x30E82 and metasprites at 0x331C9. Resembles Efreeti like the one above, and strikes poses similar to that of its used brethren. It also has hands instead of just feet.

(Source: Original TCRF research)

Status Bar

Your favorite HP Bar units, now bite-sized!

You may be familiar with these smaller-sized HP units, as used for the health bar in boss battles. These can be seen used for Kirby's health in prerelease screenshots in Nintendo Power, as well as the ones on the back of the International versions' boxes, but not in the final game...

I'm afraid we need to use...MATH.

...but the half-full ones can still be loaded into Kirby's HP bar in-game! Since Kirby's health points are internally stored in increments of 2, odd values from 01 to 0B will place this tile in its respective location. With just Kirby, set 00:A04C in RAM to any of said values to watch this magic happen yourself.

(Source: Original TCRF research)

Unused Room

Up high, down low, in the middle--too slow!

Whatever you do, don't look down.

Room ID 6D is a tall unused room ordered between the last room of 6-3 and the first room of 6-4. Going down the platforms, the player will be met with multiple enemy types, some 1-Ups, and a tower of star collectibles above a tall upward vent.

In the International ROM, change 0x20DD6 from 7E to 6D to make this room accessible from the door to 6-6.

(Source: Original TCRF research)

Unused Music

One rather frantic track is unused. It can be accessed from within the game as FGM #94 in the Sound Test. Part of it saw use in the "Game Boy Bros." segment of this game's Japanese TV commercial, with some sound effects playing alongside it that suggest it was meant to play during levels.

Regional Differences

Title Screen

Japanese International
Not much motion here. He loves to dance!

In addition to a different, more colorful Super Game Boy palette, the international versions add a dancing Kirby to the screen.

Chao

Japanese International
NOTE: Not an actual Chao. The bow means it's a girl.

Occasionally, when a friend bag is opened, a different character appears instead of Gooey; collecting this character gives you both an extra life and 1% toward your completion percentage. In the Japanese version, this special character is Chao, a character from the 1989 Famicom Disk System adventure game Yūyūki. Since that game was never released overseas, the international versions replace her with a female version of Gooey (named "Girl blob" in an issue of Nintendo Power). Interestingly, ChuChu from Kirby's Dream Land 3 slightly resembles her.

Chao, along with her companion Goku, would later appear in all versions of Dream Land 3, as the character who gives you the Heart Star in Stage 4 of Grass Land.

Japanese International The original scene from Yūyūki
Kine, what are you doing? Gooey looks on in horror. No, that's not the Goku you're thinking of.

The sound test (another reference to Yūyūki) was changed as well. Besides the aforementioned character replacement, Gooey was added to the international version.

Japanese International
With copious use of blush stickers. What a lazy blob.
RESULT: EXCELLENT! Copyright (c) 1984 Total Poor Girl blob, she looks even more camera shy than Chao.

The screens that appear upon completing the Boss Endurance and Bonus sub-games also have Chao replaced with the "Girl blob".

SGB Border

Japanese International
Very informative. Wait, what am I playing again?

In the Japanese version, the game's title appears at the top of the Super Game Boy border. Rather than replacing it with the international one, it was completely removed from the international border for some reason.

Oddities

Someone's stuck, and it ain't Kirby. Where's the Chomp?

In the second part of Stage 6, Dark Castle, the screen moves to the left. At the end of the long hall, it is possible to see a strange little narrow room with a chain, spikes and a chick emerging from an egg. Neither the chain nor the spikes have any effect.

Stage 3 has a similar place, which is almost the same, but in reverse and it does not close this room off. Why did the level designers add this?