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Kirby: Nightmare in Dream Land

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Title Screen

Kirby: Nightmare in Dream Land

Also known as: Hoshi no Kirby: Yume no Izumi Deluxe (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: October 25, 2002
Released in US: December 2, 2002
Released in EU: September 26, 2003


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Kirby: Nightmare in Dream Land is a portable remake of Kirby's Adventure, with the obvious updates (including the graphics, now matching the more recent games) and several new changes.

HAL Zone

KNID HAL.png

The HAL easter egg from Kirby's Adventure in 1-2-1 (room 09) is still present, but because the game works very differently internally, the method to access it from the original game won't work.

To access the HAL zone, Kirby has to go to the right of the Warp Star, then the player has to turn on and turn off the two codes:

Version Code
All Versions 33002670 0099

33002671 0039

The Warp Star will then take off and crash ahead of the screen, allowing Kirby to move forward to the HAL zone.

It remains unchanged from Kirby's Adventure, the only difference being the lack of a Broom Hatter on the L. Kirby will also not be able to run after the Warp Star crashes.


(Source: Dark Linkaël)

Debug Rooms

Hmmm...
To do:
Get GameShark / Code Breaker / whatever codes
So many doors!

Many debug rooms remain in the ROM, all with a specific purpose.

Room 149

These doors are currently being refurbished

The main debug hub. Eight doors are present, but only five of them work. The ones that work lead to, from left to right: Room 14A, Room 14B, Room 14C, Room 150, Room 151.

Room 14A

Sssssss

Seems to be a general test of level building and tiles. Both doors lead back to the main hub.

Room 14B

WhOoOoOoA

A test room for various slope types. Both doors lead back to the main hub.

Room 14C

FIRE LION NO

Test room for breakable blocks as well as the Fire Lion. The text on the blocks of the top level, which can be broken with any attack, translate as "Directly/Easily". The text on the strong blocks by the Fire Lion means "Hammer", and the text on the bomb blocks is, predictably, "bomb". Both doors lead back to the main hub.

Room 14D

Jane get me off this crazy thing

Inaccessible from the debug hub, this room tests air and water currents. Both doors lead to Room 14E, though the underwater door is nearly impossible to access.

Room 14E

Ice + Spikes = Ice Pick

A debugging room for icy surfaces and spikes. The door leads back to Room 14D.

Room 14F

BOOM

Cannon test room, both for testing the general functionality of cannons and the vertical scrolling of Kirby after he has been fired from one. There is no way in or out of this room without cheating.

Room 150

How is that water not draining?

A debug room possibly used to test Kirby's interactions with various surfaces when near the bottom of the screen. The door leads back to the debug hub.

Room 151

If that door wasn't there, this would be a good interpretation of Hell

Obviously a miniboss test room. The door leads back to, unsurprisingly, the debug hub.

Room 152

A cornucopia of surfaces

A general test room for the most common of tile types. No way in or out of this room.

Room 153

Crushing poor Kirby

A test room for, presumably, testing Kirby's interactions with various surfaces while near the top of the screen. Note that tiles with the red background cannot be accessed, as the screen borders cut them off.

(Source: Original TCRF research)

Ability Icon

Unused Final
FIYAH FIRE

A placeholder icon found among the rest of the HUD graphics, the finalized icon is included for comparison. The text translates as "fire", but it's spelled in a different way than the actual Fire ability's icon (closer to "fiyah").

(Source: Original TCRF research)

Unused Pause Screen

Ability 1B, which comes after 19 (Star Rod) and 1A (Wait, used in multiplayer), is not used in the game but has a pause screen graphic showing Kirby falling, along with a message that one should be careful lest they be injured for life. This pause screen could have been intended to be used if you paused after dying, but because you can't actually pause when you get killed, this turns unused. A similar unused screen is also present in the Kirby & The Amazing Mirror prototype (only that in that version, it is too late...).

The message has been translated in the European release as well, but still bears the same meaning.

KirbyNiDL 1B PauseScreenJP.png KirbyNiDL 1B PausescreenUS.png

German French Spanish Italian
Vorsicht ist die Mutter
der Porzellankiste.
Mit Leichtsinn kommst
du nicht weit...
Etre prudent ne prend
qu'un moment,
les suites d'un accident durent
beaucoup plus longtemps...
Se necesita un minuto
para ser precavido,
y toda una vida para
recuperarse de las heridas...
Basta un momento
per fare attenzione.
Un incidente può avere
conseguenze permanenti...

Unused Level Tiles

Debug Rooms

Even the debug tileset has unused tiles. These tiles might have been used in earlier versions of debugging rooms.

That's a lot of crap

A variety of tile types go unused.

Hey, wait a minute!

Interestingly, most of the unused tiles are lifted directly from Kirby's Dream Land 3! For whatever reason, Nightmare in Dream Land borrows heavily from that game's debug tileset.

I don't understand

In addition to the above tiles, there are more unused tiles with Japanese text. They translate as, from left to right: Fire, Stone, Ice, Needle, Broom, Umbrella, Electricity, Cutter. These were the abilities from Kirby's Dream Land 3.

(Source: Original TCRF research)