Kirby: Triple Deluxe
|Kirby: Triple Deluxe|
Also known as: Hoshi no Kirby Triple Deluxe (JP)
This game has unused animations.
This game has a prerelease article
Kirby: Triple Deluxe is the first Kirby game on the Nintendo 3DS, and the spiritual sequel to Kirby's Return to Dream Land. One of the main gameplay features is hopping from the foreground to the background and vice versa, a feature seen in various other games. There's also an obscene collection of keychains.
- 1 Sub-Pages
- 2 Unused Animations
- 3 Unused Models
- 4 Unused Graphics
- 5 Unused Text
- 6 Unused Sound Effects
- 7 Unused Moves
- 8 Unused Sample Code
- 9 Unused Debug Scripts
- 10 Unused Scene Data
- 11 Regional Differences
- 12 Oddities
- 13 Internal Project Name
| Kiosk Demo|
A Kiosk Demo with very small differences.
| English Translation Differences|
English translation differences between regions. Again.
| Spanish Translation Differences|
The American and European Spanish localizers won't agree with each other.
Enemy Test Animations
Many enemies have test animations titled "TopL". Most of these animations are based on pre-existing animations, but they're noticeably broken.
The Invincible Candy has one short unused animation that consists of the little star on it tilting side to side. It's titled "TopL". Kirby's Return to Dream Land also has a similar unused animation, but it's slightly slower.
The Gyro Cannon has an unused test animation also called "TopL". It's esentially a slowed down version of the regular launching animation. You may have to click this one to animate it.
Test Room Parts
For some reason, various test room parts are found in RomFS/gfx/STD/Step/Decoration/Boss5/Parts.bch.cmp. "Boss5" is the folder corresponding to Pyribbit's stage, the boss that resides within Endless Explosions. No other Boss stage folder has these parts.
Untextured "Toy" Tileset Parts
Inside RomFS/Parufe America/gfx/STD/Step/Decoration/Toy/Land.bhc.cmp, there are various untextured tiles.
Another Dimension Platforms
Inside RomFS/gfx/STD/Fight/Decoration/LastStage/Land.bch.cmp is the model for Another Dimension's foreground. Floating above what is normally seen in game are a pair of unused platforms. Only one is finished, as the one on the right doesn't have its surface modeled. This may suggest that the battle stage Another Dimension was planned to host platforms similarly to Flower Land.
Found in RomFS/gfx/STD/Fight/Item/ItemBox.bch.cmp is an unused and earlier texture for the Blue Item Box that appears in Kirby Fighters. The main difference is that the final version uses a lighter shade of blue and adds a random dark pixel near the ending of the rising curve.
Boss Health Bar Names
Queen Sectonia has two unused health bar names located in RomFS/msg/(language folder)/GameInfo.msbt. One is for her vines in the 3D Cannon segment in Eternal Dreamland, while the other is for her form while fused with the Dreamstalk. While "Sectonia Vine" can be seen in a pause menu header as "VS Sectonia Vine", this boss health bar name is not used in any capacity. These names are localized into all supported languages.
|Japanese||American English||European English||French||German||Italian||Spanish||Korean|
|Sectonia Vine (セクトニア ヴァイン)||Sectonia Vine||Plante Sectonia||Sectonia-Ranke||Queen Sectonia tralcio||Enredadera de Sectonia||Sectonia Vine (세크토니아 바인)|
|Queen Sectonia (クィン・セクトニア)||Flowered Sectonia||Sectonia's Flower||Fleur de Sectonia||Blumen-Sectonia||Queen Sectonia fiorita||Sectonia Florida||Queen Sectonia (퀸 세크토니아)|
Unused Sound Effects
This game's sound archive is based, if not, directly lifted from Kirby's Return to Dream Land, meaning that the unused sound effects inside that game's Wave Archives are still here, including the leftover sounds from the cancelled Kirby for Nintendo Gamecube. This is the case for most future Kirby games. As such, only new unused sound effects will be shown below.
|WAV 1 GUESS B FGM FIGHT||RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_FIGHT1.bcwar||A sound possibly meant to be used in Kirby Fighters. Has similar instrumentation to various sounds in Super Smash Bros. Melee.|
|WAV 0 GUESS COPY BELL1||RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_BELL1.bcwar||A generic bell ding for the copy ability Bell. It's similar to a sound from Kirby: Canvas Curse used in Rainbow Run.|
|WAV 1 GUESS COPY BELL1||RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_BELL1.bcwar||Another sound for Bell. Similar to a sound for Temple Bell in Kirby Fighters Deluxe.|
|WAV 0 GUESS B COPY CIRCUS1||RomFS/snd/Parufe.bcsar/WARC_29_GUESS_B_COPY_CIRCUS1.bcwar||A sound meant for the Circus Copy Ability. The context is unknown.|
Many Copy Abilities that appeared in Kirby's Return to Dream Land have been nerfed in Kirby: Triple Deluxe via the removal of some of their moves. A lot of these moves, however, have all of their Mint coding still present in their archive, located in RomFS/mint/Step.bin.cmp under Scn.Step.Hero.
Please note that due to visibility problems with Kirby's model, our good friend Waddle Dee from Kirby Battle Royale will be used to display the animations instead, as they share a similar body shape and bones. No further editing was done.
While Archer is an ability original to this game, it does have one unused move. The only state it has is called "StateDebugSquatWait", but it appears to be empty. Kirby Fighters 2 brings back this script with actual functionality: When using the "Camouflage" technique and pressing the B Button, Kirby won't attack and instead will cycle through all of the cardboard desings that the Camouflage can spawn.
The attack "Revolution Beam" from Kirby's Return to Dream Land, activated by repeatedly pressing 1/B in mid-air, has fully coded Mint animation scripts, states, and even all of its animations Kirby's Return to Dream Land are back. While it has everything in needs to work, it can't actually be used in-game, and only the regular Beam Whip will be activated. It has two animations scripts called "AnimScriptRevolution" and "AnimScriptRevolutionEnd", and one state called "StateRevolution".
Circus is another ability original to this game that has an unused move. It has an animation script called "AnimScriptDebugBalloon" and a state titled "StateDebugBalloon". While it is currently unknown what it does, one can assume that it involves the attack "Balloon Pop Art" in a way similar to Archer's DebugSquat, with the Balloons cycling through their mutiple forms when pressing with B.
Fire's "Spinning Fire Breath" attack from Kirby's Return to Dream Land, done by pressing 1/B in mid-air, has an animation script titled "AnimScriptSpiral" and a state called "StateSpiral". It also has both of its animations from Kirby's Return to Dream Land in its motion archive, but like Beam, it cannot be used in-game, as only the regular Fire Breath comes out.
Similarly, Hammer's "Triple Hammer" attack from Kirby's Return to Dream Land activated by holding 1/B and then releasing it has animations, an animation script called "AnimScriptTripleHammer" and a state called "StateTripleHammer". Kirby will never begin charging his hammer, and will only do a regular Hammer Attack. This didn't stop Hammer from being the best ability in the game, though. The Triple Hammer lacks any of its particle effects.
Ice's "Ice Ball", performed by pressing down + 1/B while running in Kirby's Return to Dream Land is still here. It has every animation required for it, as well as two animation scripts called "AnimScriptTackle" and "AnimScriptTackleEnd" and two states called "StateTackle" and "StateTackleEnd". It even has the model for the ball of ice Kirby is encased in while doing the attack, complete with an animation. This move would later see the light of day once more in Kirby: Planet Robobot and Kirby Star Allies, with the former directly reusing the unused assets.
The attacks "Thunderbolt" and "Lightning Strike" from Kirby's Return to Dream Land that were activated by pushing up + 1/B and down + 1/B in the air respectively have a lot of animation and state scripts, as well as the animations from the previous game. Thunderbolt has the animation script "AnimScriptOver" and the state "StateOver", while Lightning Strike has the animation script "AnimScriptUnder" and state "StateUnder". Like with Ice, both attacks returned in Kirby: Planet Robobot, but their range was drastically nerfed. Bummer. A move of similar usage to Light-Speed Dash appears here, a move never added until Kirby Star Allies. Despite not requiring an electric charge, this dash move consumes it all.
The "Triple Throw" attack from Kirby's Return to Dream Land has the animation script "AnimScriptTripleThrow" and the state "StateTripleThrow" and three unused animations. However, in this case, the charging and walking animations for Triple Throw are actually used, as the player can hold their regular Spear Throw and walk while holding it. Their effects and sound effects are missing in its remnants, though. This attack technically makes an appearance in Kirby Star Allies, but is instead used by Bandana Waddle Dee, as the Spear ability was cut.
Unused Sample Code
Inside the "Etc.bin.cmp" Mint archive, located in RomFS/mint, there's some sample code under Scn.Nakano.Sample.IntValue(), which was presumably put into the game by Hiroaki Nakano, the main programmer. This is most likely a leftover from the development of Triple Deluxe's version of Mint.
int IntValue() fenter 2, 0, 2 ldsrc4 r0, 0x1 ldsrc4 r1, 0x2 addi32 r0, r0, r1 ldsrc4 r1, 0x3 addi32 r0, r0, r1 fret r0
Unused Debug Scripts
Inside RomFS/mint/Step.bin.cmp under Scn.Step.Debug, there lie three Debug debug scripts that appear to be empty. They're called "CameraFilterMaxSizeCamera", "DamageMonitor" and "GeneralDrawer". The first one returns in Kirby Star Allies, albeit still empty, while the last two also appear to be in Kirby Fighters Deluxe, while still being very empty. One more script is mentioned in Scn.Step, called "DebugStepSettingProxy", but it's... you guessed it, empty.
Unused Scene Data
The fdg archive, located in RomFS/fdg/Archive.dat, has unused scene data for non-existent Dedede's Drum Dash test maps. All of them contain the path "gfx/STD/Den/Decoration/Lv1/BG.bch.cmp" in Asset Group 2.
DenMapDataGameTestKamitakeTest0BG.dn DenMapDataGameTestKamitakeTest1BG.dn DenMapDataGameTestKenmochiTest0BG.dn DenMapDataGameTestKenmochiTest1BG.dn DenMapDataGameTestOkadaTest0BG.dn DenMapDataGameTestOkadaTest1BG.dn DenMapDataGameTestOkadaTest2BG.dn
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 checkmark will appear instead. This is likely because tests in Japanese schools have circles represent correct answers while check marks represent wrong answers, whereas it is the opposite in international schools.
All the level names were changed for the other language versions.
|Fine Field (ファイン フィールド)||Fine Fields||Férie Fantastique||Blumige Breiten||Foreste Fiorite||Floresta Frondosa||Fine Field (파인필드)|
|Lollipop Land (ロリポップ ランド)||Lollipop Land||Lieux Ludiques||Lolliland||Idillio Infarcito||Lona Lúdica||Lollipop Land (롤리팝 랜드)|
|Old Odyssey (オールド オデッセイ)||Old Odyssey||Empire Enchanté||Über Land, über Berg||Odissea Oscura||Osada Odisea||Old Odyssey (올드 오디세이)|
|Wild World (ワイルド ワールド)||Wild World||Univers Ubuesque||Hüter des Hochlands||Rovine Rocciose||Ruta Recóndita||Wild World (와일드 월드)|
|Ever Explosion (エバー エクスプロージョン)||Endless Explosions||Rochers Rocambolesques||Endlose Explossionen||Eremo Esplosivo||Abrasadora Aventura||Ever Explosion (에버 익스플로즌)|
|Royal Road (ロイヤル ロード)||Royal Road||Intrigue Impériale||Náchtliche Noblesse||Nuvola Nobile||Largo Linaje||Royal Road (로열 로드)|
|Eternal DreamLand (エターナル ドリームランド)||Eternal Dreamland||Effrayant Sanctuaire||Dream Land auf ewig||Dream Land all'Orizzonte||Edén Soñado||Eternal Dreamland (이터널 드림 랜드)|
The stages for Kirby Fighters also had their names changed for the different languages.
|Normal Land (ノーマルランド)||Flower Land||Terres Fleuries||Land der Blumen gewählt||Prato fiorito||Prado florido||Flower Land (플라워 랜드)|
|Castle Lololo (キャッスルロロロ)||Castle Lololo||Château Lololo||Schloss Lololo||Castello Lololo||Castillo Lololó||Castle Lolo (캐슬 로로)|
|Coo's Forest (クーの森)||Coo's Forest||Forêt de Coo||Coo-Wald||Foresta di Coo||Bosque de Coo||Coo's Forest (쿠우의 숲)|
|Dedede Ring (デデデリング)||Dedede Arena||Ring de Dadidou||Dedede-Ring||Ring Dedede||Ring de Dedede||Dedede Ring (디디디 링)|
|Factory Inspection (こうじょうけんがく)||Factory Tour||Visite d'Usine||Betriebsbesichtigung||Visita alla fabbrica||Visita a la fábrica||Factory Excursion (공장 견학)|
|Bubbly Clouds (バブリークラウズ)||Bubbly Clouds||Nuages Mousseux||Kugelwolken||Soffici nuvole||Nubes Pastel||Bubbly Cloud (버블리 클라우드)|
|Another Dimension (アナザーディメンション)||Another Dimension||Dimension parallèle||Eine andere Dimension||Un'altra dimensione||Dimensión paralela||Another World (또 하나의 세계)|
Likewise, the names of the musical themes for the Dedede's Drum Dash levels were changed.
|Green Greens (グリーングリーンズ)||Green Greens||Vertes Prairies||Frühlingswiese||Verde aiuola||Prados verdes||Green Green (그린 그린)|
|Clash! Gourmet Race (激突！グルメレース)||Gourmet Go Go||Rallye Exquis||Formel Mampf||Gara dei Buongustai||Carrera gourmet||Battle! Food Race (대결! 음식 레이스)|
|Great King Dedede's Theme (デデデ大王のテーマ)||Dedede's Theme||Thème de DaDiDou||Dededes Melodie||Tema di Dedede||Melodía de Dedede||Great King Dedede's Theme (디디디 대왕의 테마)|
|The Traveler Across Another Dimension (
||Distant Traveler (American English)
Distant Traveller (European English)
|Voyageur lointain||Weltenbummler||Un lungo viaggio||Viajero lejano||The Traveler Crossing the Void (이공을 건너는 여행자)|
Add the rest of the names from the French, German, Italian, Spanish and Korean versions
Some of the Copy Abilities had their names changed for the other language versions.
|Big Bang (ビッグバン)||Hypernova|
All the bosses also had their names changed for the other language versions.
|Mister Frosty (ミスター・フロスティ)||Mr. Frosty||Frigor Efik||Dr. Eisbert||Dadopagos||Sr. Mórsez||Mister Frosty (미스터 프로스티)|
|Helmehorn (ヘルメホーン)||Hornhead||Têtacorne||Hornramm||Capocorno||Cornucasco||Hornhead (혼헤드)|
|Whispy Flowers (ウィスピーフラワーズ)||Flowery Woods||Whispy Flower||Blumenblütenbaum||Flowery Woods||Fronda Florida||Whispy Flowers (위스피 플라워즈)|
|Grand Wheelie (グランドウィリー )||Grand Wheelie||Grand Roulli||Mega-Wheelie||Gran Ruotaccio||Gran Wheelie||Grand Tireman (그랜드 타이어맨)|
|Gigant Edge (ギガントエッジ)||Gigant Edge||Gigalame||Schwert-Koloss||Mega cavaliere||Filo Gigante||Gigant Edge (기간트 에지)|
|Paincia (ペインシア)||Paintra||Paintra||Farbhex||Artis||Acuarela||Paintra (페인트라)|
|Bonkers (ボンカース)||Bonkers||Bonkers||Bonkers||Bonkers||Bonkers||Bonkers (본커스)|
|Flame Galboros (フレイムガルボロス)||Flame Galboros||Flam Galboros||Feuer-Galboros||Galboros di fuoco||Galboamo Flamígero||Flame Galboros (플레임 칼보로스)|
|Kracko (クラッコ)||Kracko||Kracko||Kracko||Kracko||Kracko||Kracko (크랙코)|
|Blocky (ブロッキー)||Blocky||Blocky||Blocky||Blocky||Blocky||Blocky (블라키)|
|Togu Ro Garaga (トグ・ロ・ガラーガ)||Coily Rattler||Krotal||Klapperschlängler||Sfida Sonaglius||Cascabel Enroscada||Coil Rattle (코일샤샤)|
|Volgerom (ヴォルゲロム)||Pyribbit||Cramaud||Pyrosch||Vulkan||Pirobúho||Gaegultoreu (개굴토르)|
|Masked Dedede (マスクド・デデデ)||Masked Dedede||DaDiDou Masqué||Dedede Inkognito||Dedede Mascherato||Dedede enmascarado||Mask Dedede (마스크 디디디)|
|Masked Dedede Revenge (マスクド・デデデ リベンジ)||Masked Dedede's Revenge||DaDiDou Masqué Ultra||Rache des Dedede Inkognito||La vendetta di Dedede Mascherato||Dedede enmascarado vengador||Mask Dedede Revenge (마스크 디디디 리벤지)|
|Queen Sectonia (クィン・セクトニア)||Queen Sectonia||Reine Sectonia||Königin Sectonia||Queen Sectonia||Reina Sectonia||Queen Sectonia (퀸 세크토니아)|
|Black Dedede (ブラックデデデ)||Shadow Dedede||DaDiDou Ombre||Shadow-Dedede||Dedede Ombra||Dedede Oscuro||Black Dedede (블랙 디디디)|
|Dark Meta Knight Revenge (ダークメタナイトリベンジ)||Dark Meta Knight's Revenge||Dark Meta Knight Ultra||Meta-Knights Dunkle Rache||La vendetta di Meta Knight Nero||Meta Knight Oscuro vengador (Latin American Spanish)
Dark Meta Knight vengador (European Spanish)
|Dark Meta Knight Revenge (다크 메타 나이트 리벤지)|
|Sectonia Soul (セクトニア ソウル)||Soul of Sectonia||Sectonia Fleurie||Sectonias Blüte||Queen Sectonia boccio||Brote de Sectonia||Sectonia Soul (세크토니아 소울)|
Pause Menu Descriptions
"Beyond the scope of this article?" Other articles have similar sections filled out to the absolute extremities, why should this be the only exception?
While a more in-depth translation is beyond the scope of this article, some descriptions are very different between languages. The most notable is that of Soul of Sectonia's second phase, as the Japanese text is written from Sectonia's point-of-view as she acknowledges and accepts her death, whereas the English text is written in third-person and removes any suicidal implications.
|Japanese||English (literal)||English (localization)|
|「いくどとなく きせいし、のりうつりつづけ、どれが 本当のすがた であったのか… もはや 思い出すことも出来ない。わたしをよぶ声もしたが 今はもう聞こえない。この夜が明けるその前に、とわなる…ねむりを…」||"I have leeched off and possessed countless forms, which one was my real one...? I can't remember any longer. A voice calls out to me, but I can no longer hear it. Before this dawn breaks, I will sleep...forever..."||"She's fed off countless hosts and now cannot remember her true form. A voice called out to help her, but it has since fallen silent. Before the night ends, she must be given her eternal beauty sleep."|
The 1UP models for Kirby and Dedede change depending on what language the player set the 3DS to. Dedede's French 1UPS differ slightly thanks to a shading quirk in the "V".
|Japanese, English, and Italian||French||German||Latin American Spanish||Iberian Spanish|
|Japanese, English, and Italian||Canadian French||European French||German||Latin American Spanish||Iberian Spanish|
Once again, the Sweet Potato in the Japanese version is changed to a Mint Leaf in the international versions. Although in Kirby's Dream Land the graphics remained the same between regional versions and only the name was changed, Kirby: Triple Deluxe uses different models for different releases, with the Japanese language version clearly using a sweet potato and the international versions clearly using a leaf. This change carries over to Kirby Fighters Deluxe and Kirby Fighters 2 as well.
In addition to other name changes between languages, the Sweet Potato keychain in Japanese is likewise renamed to a Mint Leaf keychain in English.
Dedede's Drum Dash
|Canadian French||European French|
The French title screen for Dedede's Drum Dash in the European release is different from the American version (which is similar in style to the Japanese version). All other European languages have the same title screen as the American version.
- All the DX bosses are internally labeled as "Ex" models, which is a carryover of the EX bosses from Kirby's Return to Dream Land. Shadow Dedede is also considered the EX/DX model of Masked Dedede.
- The file for the Mamatee enemy uses the early name "Briterri", in reference to Blipper.
- Level 6-7 features a remix of "The Adventure Begins" from Kirby's Return to Dream Land, which is called gck_plants.dspadpcm internally. The gck suggests it was a level theme for the scrapped GameCube title that eventually turned into Return to Dream Land. It is also oddly shorter than the track used in that game - perhaps gck_plants.dspadpcm was the original version? This idea is supported by its name on the official Kirby Star Allies soundtrack: "The Adventure Begins / Original Short ver."
Internal Project Name
The project's internal name is "Parufe", according to the game's sound archive. Parufe (parfait) is a type of dessert. Aditionally, the game sports a second name, that being "Kirby3DS", found in ExHeader.bin.