Kirby's Return to Dream Land
|Kirby's Return to Dream Land|
Also known as: Hoshi no Kirby Wii (JP), Kirby’s Adventure Wii (EU)
This game has unused animations.
This game has a prerelease article
Kirby's Return to Dream Land is the Wii revival of the cancelled Kirby game for GameCube. Various concepts like a full 3D platformer were developed, but eventually the original 2.5D side-scroller concept was retained. The subsequent Kirby 20th Anniversary compilation used the same engine for its challenge stages.
Provide details, add more unused music and GCN texture graphics.
- 1 Debug Mode Remnants
- 2 Unused Movies
- 3 Unused Objects
- 4 Unused Bomb Hat Texture
- 5 Unused Hot Head and Waddle Doo expressions
- 6 Alternate Enemy Design
- 7 Unused Animations
- 8 Unused Abilities
- 9 Unused Music & Audio
- 9.1 Cut Songs
- 9.2 Early Song Versions
- 9.3 Unused Magolor Death Screams
- 9.4 Alternate Super Ability Themes
- 9.5 Intro-Less Challenge Stages Themes
- 10 Unused Graphics
- 11 Unused Scripting
- 12 Removed Maps
- 13 Regional Differences
- 14 Oddities
- 15 Anti-Piracy
- 16 Internal project name
Debug Mode Remnants
Find a fix for game freezes when entering certain sub-games like The Arena including it's True counterpart and when picking up objects, such as keys.
Although most debugging options were taken out, a hit-box viewer mode remains. It can be accessed with this code in the US version:
There are many different types of hitboxes, all with a different color:
- Damaging hitboxes are colored red.
- Yellow corresponds to hurtboxes.
- Grab hitboxes are colored green.
- Light green hitboxes don't allow the playable character to perform idle animations if they are near a damaging hitbox.
While it appears playable characters and enemies have orange hitboxes on them, they're actually a hurtbox and a damaging hitbox stacked on top of each other. Hitboxes will continue to display even when pausing.
Trying to load any of these cutscenes in place of one with dialogue will cause the text of the latter to appear onscreen as the former plays.
This cutscene is almost identical to a part of the game's opening showing Magolor's spaceship, the Lor Starcutter, losing its parts, except there are a few effects missing as it exits the portal and it plays the Infinite Power theme. It cuts to a black screen as the mast floats away before the music fades out.
The name of this unused cutscene is at the bottom-right of the screen. "OP" might stand for "opening".
To view the movie in-game, select the cutscene "A Visitor from Afar" with this code in the Japanese version.
0476949C 4F70656E 047694A0 696E675F 047694A4 48512E6D
The File Select 2 music plays as the Lor Starcutter, missing several of its parts, floats in the middle of what seems to be a black void with faint white streaks in the background. The Lor's oars, left wing, right wing, emblem, and mast then appear one by one and attach themselves with a lightning effect. The star on the emblem glows and the cutscene fades to white before panning out to the Lor Starcutter resting on the ground and making various exterior shots. It then fades to black with plain white text stating "To Be Continued" before the music fades out as well. Oddly, there's a duplicate file of this movie under the filename "Ending_BitrateFixed.mo"
Much like Prototype_Movie_OP, the name of this cutscene is at the bottom-right corner of the screen. "ED" might stand for "ending".
To view the movie in-game, select the cutscene "Right Wing Restored!" with this code in the Japanese version.
047694B0 456E6469 047694B4 6E675F48 047694B8 512E6D6F 047694BC 00000000
To view the duplicate movie in-game, select the cutscene "Let Me Explain Everything" with this code in the Japanese version.
04769518 456E6469 0476951C 6E675F42 04769520 69747261 04769524 74654669 04769528 7865642E
This cutscene starts with a countdown from 3 to 1 with white numbers on a black screen. It then plays out very similarly to Prototype_Movie_ED, except the black void now has a purple tone, the faint white streaks are much more visible pink and blue streaks, and it fades to black after the star on the emblem glows.
Unlike the other two unused cutscenes, this one has a logo in the top-left corner reading "HAL LABORATORY, INC." in a different font than the other two cutscenes' titles.
To view the movie in-game, select the cutscene "Left Wing Restored!" with this code in the Japanese version.
047694C4 4D6F7669 047694C8 65303830 047694CC 322E6D6F 047694D0 00000000
An unused but fully functional switch that functions similarly to switches that hang from ceilings.
A fully animated, pink plant enemy named Hearbell.
Unused Bomb Hat Texture
Inside Bomb Kirby's hat files, there stands a texture that depicts an alternate design for the hat. This texture appears to be the older hat that first appeared in Kirby Super Star! It's unkown if this is a leftover from the game's GameCube incarnation due to the party hat being shown in the game's trailer. The texture won't display correctly if applied to the standard Bomb hat model. The name of the texture is KbBombHat.
Unused Hot Head and Waddle Doo expressions
The enemies Hot Head and Waddle Doo both have a "hurt" texture in their files that don't show up anywhere in-game. These were supposed to appear whenever they got hit or grabbed, but they ended up unused for an unknown reason.
If applied to the models, the textures display correctly. It's worth noting that both of these textures are used in Kirby: Triple Deluxe, albeit slightly modified.
Alternate Enemy Design
The files for the turtle-like enemy Walf include textures for an alternate design. Compared to the final design, the early one is missing the blue cap on its head, has a lighter shell, and a simpler eye. There are no alternate facial expression textures to go with it. The early texture is named EmWalf00, while the final texture is named EmWalf.00.
Also included in the files is this eye texture. It appears to be an even earlier design for Walf's eye. The model is set up to use a single texture, so this eye cannot even be applied to it properly. The eye texture is named EmWalfEye.00
Kirby and Bandana Waddle Dee
Both Kirby and Bandana Waddle Dee have a weird animation included in their model files. These animations make Kirby and Bandana Waddle Dee rapidly cycle through their face expressions. Strangely, Bandana Waddle Dee's lasts significantly longer than Kirby's, even if he has less expressions overall.
Meta Knight's animation files contain an early version of one of his idle animations called Wait5OLD.
Meta Knight also has 5 animations called SodoryAttackAir, SodoryAttackAirEnd, SodoryAttackAirStart SodoryAttackEnd and SodoryAttackStart. These animations have him performing really strange motions, such as doing Galacta Knight's "freed" animation repeatedly, or not moving for absurdly long times until repeating Galacta Knight's animation once again. These animations have extremely long durations, with one even lasting a whopping 1283 frames. It's also worth noting that Sodory is a sword-like enemy in the game, but it's unknown why these animations all have Sodory in their names.
The king himself has 2 unused animations. The first animation is called WheelHammerSwing and it consists of him doing an Underwater Wheel attack that is otherwise impossible to perform in the final game due to him simply attacking by swinging his hammer in front of him. The second one is named TopL and it's a modified copy of his animation when riding Landia, but with extra frames of doing absolutely nothing!
The only remnant of this lost ability is its Copy Ability texture. Unfortunately, the rest of this ability's data was completely overwritten with files for the Ultra Sword. It is possible one of Magolor Soul's electrical attacks is related, as his attacks are variations of Kirby's Super Abilities.
Several files related to the unused Super Cutter ability remain on the disc: the ability's icon, the HUD hat graphic, and the models for the hat and cutter weapon. It may have been scrapped because of its extreme similarity to the Ultra Sword ability.
Kirby is also completely animated, as he has animations for throwing the Cutter and catching it. He only lacks the "Ability get" and "First attack" animations.
Unused Music & Audio
A leftover from the game's GameCube incarnation(s), it has an extremely noticeable Super Smash Bros. Melee and Kirby Air Ride feel to it. This gives credence to the theory that Sakurai's team at HAL Labs was at one point in charge of this project. In addition, GCK (GameCube Kirby, perhaps) is likely a reference to the game's project name when it was being developed for the GameCube before it was reworked for the Wii.
This theme was built upon and, as a result, other variations of the theme are used within the final. Notably, this version of the theme would be reused in all of the 3DS Kirby games.
This song is actually from the Japanese Super Famicom version of Kirby no Kirakira Kids, better known on the Game Boy as Kirby's Star Stacker. It was likely a candidate theme for the Robo Dedede battle in Scope Shot.
An extremely upbeat remix of Cactus1, this song is never played in-game.
A very ominous, foreboding fanfare. The filename implies it may have been an early fanfare for entering a hidden dimension portal, but it's much louder and has a far more foreboding composition than the theme used in-game... almost too dark for merely entering a portal, which may've been why it was scrapped.
Grouped next to the above fanfare, this much more cheerful variant was likely intended for the same situation, and sounds very similar to the variant used in-game, only with similar instrumentation to "fanfare_GCK" above.
Early Song Versions
Also present are earlier copies of songs that sound as if they are using a lower-quality soundfont, but offer a much more retro feel.
Unused Magolor Death Screams
Two rather unsettling death screams. The filenames (and the harsh ethereal sound heard from the 13 second point for M2_Danmatu01) indicate they were intended to be used after defeating Magolor's 1st and 2nd forms respectably, as the death screams used for Magolor in-game (M#Dm1_32k) use the exact same filename abbreviations. (M1 for Magolor's 1st form, M2 for Magolor's 2nd form, and M4 for Magolor Soul)
Alternate Super Ability Themes
Three variations of the theme which plays when you use a Super Ability against the Grand Doomer. The former of the three uses an older, plunkier soundfont, while all three variations include more distinctive string instruments, which aren't included in the variation used in-game ("SuperCopyBoss07").
Intro-Less Challenge Stages Themes
Both of the Challenge Stages themes have an unused variation that removes their intro.
- Menu02 which is simply a quieter version of the menu theme with a tad bit more reverb.
- Harukandora05 and harukandora07 are versions of the cutscene song used when Kirby and the gang leave for Halcandra. 05 is quieter while 07 is much louder and both lack the slight fade-in the final stream uses.
- The ending cutscene has an unused, quieter version, ending4.
- The level cleared dance movie theme has a quieter version, cdance03.
- The Mecha Kawasaki theme has an alternate version, sub_kawasaki1, with a slightly different reverb.
- The unlocked jingle has a quieter theme, unlock_fanf.
- Staffroll_0614 and Staffroll_0616 are both unused versions of the credits theme. Much like harukandora, 0614 is quieter and 0616 is louder.
- The theme that plays in in the cutscene where Magolor reveals his true intentions has a quieter version, mahoroayabou3.
- The theme for Magolor's 2nd phase has a quieter variation with less reverb that loops 6 seconds earlier, titled LastBoss2_0419.
Investigate M1, M2, and M4 boss SFX, Funegatai Themes, and Deceisive and Super Theme differences.
Normal Copy Ability Textures
Both of these textures represent the normal Copy Ability stars. These default stars are never used in-game, as it would be completely worthless to have a power-up that would return Kirby to normal.
Unused Copy Ability Icons
Several unused Copy Ability icons are found inside the Halcandle Armor Dee files. They appear to be earlier and lower-quality versions of the icons on the Challenge Stage doors inside the Lor Starcutter.
Interestingly enough, a Ninja icon for a Challenge Door also exists, meaning a Challenge Stage for Ninja was planned, but ended up being cut.
A texture of King Dedede is included in HR-D3. Also, this texture is different from the texture of Dedede as a playable character.
GC Kirby Leftovers
Put them here.
Several of the GameCube incarnation's textures have been repurposed for use in this game, but certain textures remain unused.
Return to Dream Land introduces a new scripting language called Mint, which is used in this and later Kirby games to describe large parts of the game's behaviour. All the functions in Mint bytecode files have full names and type signatures. There are also leftover functions clearly from the development of Mint tooling, which overlapped with the game itself.
There exists a class User.Tsuruoka.MintTest with content
- (static field) intVal of type int
- (function) void func1()
- (function) void func2()
- (function) void Hello()
- (function) int StaticReturnTest()
The bytecode for the Hello function performs two function calls:
Mint.Debug.puts("Hello, World!!"); App.Alert.Print("こんにちわ、世界");
The file fdg/Archive.dat contains, among other things, the paths to all of the game's map files, plus a whole 335 test and other maps which were completely removed before release:
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There's a whole lotta words here, but not enough pictures. Please fix this.
In the Japanese version of the game, during the tutorial, a red circle will appear whenever an action is properly completed. In the international versions, a green check mark will appear instead. This change is also in Kirby Triple Deluxe, Kirby: Planet Robobot, Kirby Battle Royale, Kirby Star Allies, and the challenge stages included in Kirby's Dream Collection: Special Edition.
In the Japanese version, when entering one of the eight levels, English text would accompany the title card depicting that level's name; some of these location names are different from the English-localized version.
|Planet Popstar||Pop Star (ポップスター)|
|Lor Starcutter||Roah (ローア)|
|White Wafers||White Wafer (ホワイト ウェハース)|
|Nutty Noon||Nuts Noon (ナッツ ヌーン)|
|Egg Engines||Egger Engines (エッガー エンジンズ)|
|Another Dimension||The last battle in another dimension (ザラストバトルインアナザーディメンション)|
Three of the five Super Abilities' names were also changed.
|Flare Beam||Miracle Beam (ミラクルビーム)|
|Monster Flame||Dragon Storm (ドラゴストーム)|
|Grand Hammer||Gigaton Hammer (ギガトンハンマー)|
Certain character and boss names had further alterations.
|Sphere Doomer||Sphere Lowper (スフィアローパー)|
|Kibble Blade||Zan Kibble (ザンキブル)|
|King Doo||Kings Doo (キングスドゥ)|
|Mr. Dooter||Mr. Doubter (Mr.ダウター)|
|Fatty Puffer||Fatty Buffer (ファッティバッファー)|
|Grand Doomer||Grand Lowper (グランドローパー)|
|Galacta Knight||Galactic Knight (ギャラクティックナイト)|
The shoot sub-game and its exclusive enemies were changed as well.
|Scope Shot||Gun Gun Busters (ガンガンバスターズ)|
|Waddle Tank||Wado Tank (ワドタンク)|
|Mecha Kawasaki||Iron Kawasaki (アイアンカワサキ)|
|Robo Dedede||Dedede Robo (デデデロボ)|
- ST_KBYW_CACTUS1.brstm is an upbeat Western-themed song that would fit right in with the desert-themed levels. Strangely, it is only ever used in the fourth stage of White Wafers, the ice world.
- st_halberd.brstm is the theme used during the level in which you chase Magolor to the final battle. The famous Halberd is nowhere in the final game.
- The files for the Halcandle Armor Dee enemy includes a bunch of random extra textures, such as a few ability stars, the HUD icon for Energy Spheres, and a few textures from inside the Lor Starcutter.
- The folder for King Doo is named "beholdoo", which is not its final name. This is duplicated in Kirby's Dream Collection: Special Edition.
How are these checks done? More detail too.
If the game is loaded on a pirated Wii console, it will freeze at a white/black screen while booting, if the white/black screen is passed, the game will freeze after attempting to advance past the title screen, if that passes, the game will freeze after pressing Main Mode. This detection is from MetaFortress and works by checking for a USB 1.1 port, which will fail on IOSes that lock off the USB 1.1 port in favor of a USB 2 port.
Minigames will also freeze the game if irregular IOSes are used.
Internal project name
According to the game's sound archive and many other several files, the project's internal name is "Iuk".
|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 • Kirby Tilt 'n' Tumble • Jaguar Mishin Sashi Senyou Soft: Kirby Family|
|SNES||Kirby's Dream Land 3 • Kirby's Dream Course • Kirby's Avalanche • Kirby Super Star|
|Satellaview||Kirby no Omochabako Baseball • Kirby no Omochabako Pinball|
|Nintendo 64||Kirby 64: The Crystal Shards|
|GameCube||Kirby Air Ride|
|Game Boy Advance||Kirby: Nightmare in Dream Land • Kirby & the Amazing Mirror (Prototype)|
|Nintendo DS||Kirby: Canvas Curse • Kirby Squeak Squad (Demo) • Kirby Super Star Ultra • Kirby Mass Attack|
|Wii||Kirby's Epic Yarn • Kirby's Return to Dream Land • Kirby TV Channel • Kirby's Dream Collection: Special Edition|
|Nintendo 3DS||Kirby: Triple Deluxe • Kirby: Planet Robobot • 3D Classics: Kirby's Adventure • Kirby Battle Royale|
|Wii U||Kirby and the Rainbow Curse|
|Nintendo Switch||Kirby Star Allies • Super Kirby Clash|