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Kirby's Dream Land 3

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Title Screen

Kirby's Dream Land 3

Also known as: Hoshi no Kirby 3 (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: SNES
Released in JP: March 27, 1998
Released in US: November 27, 1997
Released in EU: July 24, 2009 (Virtual Console)

AreasIcon.png This game has unused areas.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.

To do:
Minigame Miss (Incorrect Path in SPC set) and Invincible 2 found in the sound test might be unused. The title screens for the minigame mode and Boss Butch are also different between the Japanese and International releases; get pictures for them and add it to the page.

Kirby's Dream Land 3 is the third game in the "Dream Land" series, and the only one to see a release on the SNES. In addition to Kirby's usual arsenal of powers, he also has the aid of Gooey, a strange sentient blob, and six animal friends, who can alter his powers drastically! Also notable for being the last first-party SNES game released in North America.

Debug Mode

Please elaborate.
Having more detail is always a good thing.
Specifically: What do the rest of the options (BG, RENEW, etc.) do?
The first page of the debug menu.

Change ROM address $387E to 01 (code: 00B87E01) to enable a rather extensive debug mode, which can be accessed by pressing Select on the title screen. There are seven pages worth of options, which can be cycled through with the L and R buttons. Level "T" contains a variety of test rooms, most (all?) of which are described below.


A level select screen. You can warp to different stages (but not rooms) here.

  • LEVEL - You can choose up to seven 'worlds' here. Level "6" is the final battle, and level "T" is the debug room.
  • STAGE - Use with LEVEL. Select the stage number you want in the world you selected above.


Probably one of the best menus if you're a cheater; it can configure energy and lives.

  • STOCK - Change how many lives you start out with.
  • KIRBY - Change how many hit points Kirby has. 0 kills Kirby, and I allows infinite energy.
  • GOOEY - Same as above.
  • UNIT - Change the game speed; normal or slow.

3/7 4/7 5/7

These 3 menus change your save files.

  • LEVEL - Same as 1/7.
  • STAGE - Same as 1/7.
  • OPTION - These tend to freeze the game. Leaving these on might damage your save file(s).


A sound test. You can play every track in the game and every sound effect here. The track stays playing while you navigate the other menus, so enjoy your favorite tune! Self explanatory.


What seems to be an option that records the player's movements for the title screen demo(s). Also self explanatory.

Debug Rooms

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

There are three debug areas, which have a nice variation of the lake background from Level 1-5 that's not used anywhere else in the game. To access them use the codes 4053D328, 4053D32A and 4053D32B on Level 1 stage select (or use the debug mode described above).

Door Test

The first stage consists of two rooms, and seems to test the fade-outs in doors, or simply having different rooms.

Terrain Test

The second starts in a room with spikes and three doors. They don't really cover entire tiles but Kirby still collides with them. The lower left door contains three animal friends and different slopes and platforms.
The upper left room has three misaligned Shotzos over three star blocks, water and two enemies.
The right room has some platforms, two doors and Nago. The left door takes you back to the spike room, while the right door takes you to a long room with different types of terrain. (Slopes, water, sand, ice, influencing movement, damage...) At the end there's a door, but it doesn't work.

Debug Area

Debug Area!

The third stage is much larger than the previous two. It starts with a main room with several doors, and some Japanese text over them (supposedly describing what are the rooms below them are about).

  • Animal friends test. Takes you to a room with four doors. The one with the stars takes you back to the main room. The two ones at the ground take you to rooms with animal friends and a door back. The right one takes you to 4.
  • Enemy test. Takes you to a room full of doors, each of them lead to a room with a different set of enemies.
  • Takes you to a room with an enemy, a door that doesn't work, and two that take you back. (?)
  • Room with many doors. The left one connects with 1, and the stars one back to the main.
    • The top left room is a corridor with ice blocks (destroy with fire).
    • The top right room tests a type of slope.
    • The middle left room tests enemies that grab/eat the player.
    • The center and middle right ones test breakable block types (star, specific ability...)
    • The lower ones test different terrains and such (the two ones after the star door test water currents).
  • Room with many doors. Tests wind currents.
  • Three doors (and an exit). First one has slopes and a platform. Second has a bunch of star pieces and 1ups. Third has different items.
  • Tests the end-of-level jumping minigame. The giant above the door most likely stands for ゴールゲーム, "goal game".
  • Miniboss test. A room with many doors, each taking you to a miniboss. The large above the door is probably short for 中ボス, "mid boss".
  • Boss test. Similar to the above, but they take you to the actual level boss. You don't get to fight them if you have already beaten them. The letter B above the door presumably stands for "Boss".
(Source: Cadohacan)

Version Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

The game is mostly identical and has minimal changes among releases. The only major difference is that the Japanese logo is animated, drawing inspiration from the game's graphic style - the English logo is inanimate.

In the SNES version of the game, the background clouds in the Boss Butch rematch against Dark Matter/Zero are blue and red. In the Virtual Console rerelease, they are orange and green, most likely out of epilepsy concerns due to their scrolling speed.