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Kirby: Triple Deluxe

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Title Screen

Kirby: Triple Deluxe

Also known as: Hoshi no Kirby Triple Deluxe (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: January 11, 2014
Released in US: May 2, 2014
Released in EU: May 16, 2014
Released in AU: May 16, 2014
Released in KR: April 17, 2014

AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

PrereleaseIcon.png 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.


Read about prerelease information and/or media for this game.
Prerelease Info
Kirby Triple Deluxe Demo icon.png
Kiosk Demo
A Kiosk Demo with very small differences.
English Translation Differences
English translation differences between regions. Again.
French Translation Differences
French translation differences between regions.
Spanish Translation Differences
The American and European Spanish localizers won't agree with each other.

Unused Animations

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.

Invincible Candy

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.

Kirby Triple Deluxe Candy Anim.gif

Gyro Cannon

The Gyro Cannon has an unused test animation also called "TopL". It's essentially a slowed down version of the regular launching animation. You may have to click this one to animate it.

Kirby Triple Deluxe Cannon TopL.gif

(Source: Vyroz)

Unused Models

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.

Kirby Triple Deluxe Unused Parts.png

Untextured "Toy" Tileset Parts

Inside RomFS/Parufe America/gfx/STD/Step/Decoration/Toy/Land.bhc.cmp, there are various untextured tiles.

Kirby Triple Deluxe Untextured Toy Blocks.png

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.

Kirby Triple Deluxe Another Dimension Platforms.png

(Source: Vyroz)

Unused Graphics


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.

Early Final
Kirby Triple Deluxe itembox.00 (early).png Kirby Triple Deluxe itembox (final).png
(Source: Vyroz)

Shadow Dedede

Shadow Dedede's model file, located in RomFS/gfx/STD/Step/Enemy/Maskeddedede/ModelEx.bch.cmp contains an unused texture depicting regular Dedede's appearance in grayscale. This was most likely an earlier and more simple take on his design that more closely resembled Shadow Kirby and Dark Meta Knight. The final model uses a more sinister black-and-red color scheme with solid white eyes.

KTDX Unused Shadow Dedede Texture.png

Here's Shadow Dedede's model with the texture applied.

Front Back
KTDX Unused Shadow Dedede Front.png KTDX Unused Shadow Dedede Back.png
(Source: Vyroz)

Unused Text

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)

Notably, the official Japanese player's guide uses the name "Sectonia Flowered" (セクトニアフラワード) to refer to Sectonia's Dreamstalk-fused flower minions. This name is not seen in-game, even in the internal files, but it is likely that this is what the localized names are based upon.

(Source: Vyroz)

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.

Sound Name Location Description
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.

Unused Moves

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.

(Source: Firubiii)


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 multiple 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 that allows Kirby to dash in the air appears here, which is of similar usage to the move Light-Speed Dash that was later added to Plasma Kirby in 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.

(Source: Vyroz, Firubii (restoration and videos))


The "Air Quad Shock" attack from Kirby's Return to Dream Land that is activated by pressing and holding 1/B in the air near an enemy. It has the animation script "AnimScriptSlashReverse" and the state "StateSlashReverse" but disabled using its grounded instruction and it has an unused animation. It has its animation from Kirby's Return to Dream Land in its motion archive, but it cannot be used in-game, as it can only be used on the ground.

(Source: JC Players)

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.

(Source: Vyroz)

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.

(Source: Vyroz)

Regional Differences

Tutorial Completion

Japanese International
KTDTutorialJP.png KTDTutorialInt.png

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.

This change is also present in Kirby's Return to Dream Land, Kirby's Dream Collection Special Edition, Kirby: Planet Robobot, Kirby Battle Royale and Kirby Star Allies.

Level Names

The level names are written in English in the Japanese version; when the first letters of each are put together, they spell "FLOWERED". While the English and Korean versions used these names with only minor modifications, other language translations changed them in order to translate the acronym. ("FLORALES" in Spanish, "FLEURIE" in French, etc.)

Japanese English French German Italian Spanish Korean
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)

Stage Names

The stages for Kirby Fighters also had their names changed for the different languages.

Japanese English French German Italian Spanish Korean
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)

Music Titles

Likewise, the names of the musical themes for the Dedede's Drum Dash levels were changed.

Japanese English French German Italian Spanish Korean
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 (異空いくうヲカケル旅人たびびと) Distant Traveler (American English)

Distant Traveller (European English)

Voyageur lointain Weltenbummler Un lungo viaggio Viajero lejano The Traveler Crossing the Void (이공을 건너는 여행자)

Ability Names

To do:
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.

Japanese English
Big Bang (ビッグバン) Hypernova
Sniper (スナイパー) Archer

Boss Names

All the bosses also had their names changed for the other language versions.

Japanese English French German Italian Spanish Korean
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)

Pyribbit's Spanish name, Pirobúho, interestingly translates to "Pyro-Owl", even though Pyribbit resembles a frog much more than an owl. This name has been retained in all future games. The German name of Dark Meta Knight's Revenge, Meta-Knights Dunkle Rache, is also odd: it translates to "Meta Knight's Dark Revenge". In every other instance, including his Keychain in this game, Dark Meta Knight is correctly translated into German as "Dark Meta-Knight".

Pause Menu Descriptions

To do:
"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
Kirby Triple Deluxe 1UP ENG ITA.png
Kirby Triple Deluxe 1UP FRA.png
Kirby Triple Deluxe 1UP GER.png
Kirby Triple Deluxe 1UP US SPA.png
Kirby Triple Deluxe 1UP EU SPA.png
Japanese, English, and Italian Canadian French European French German Latin American Spanish Iberian Spanish
Kirby Triple Deluxe 1UP ENG ITA Dedede.png
Kirby Triple Deluxe 1UP US FRA Dedede.png
Kirby Triple Deluxe 1UP EU FRA Dedede.png
Kirby Triple Deluxe 1UP GER Dedede.png
Kirby Triple Deluxe 1UP US SPA Dedede.png
Kirby Triple Deluxe 1UP EU SPA Dedede.png

Kirby Fighters


Japanese International
Fight with deadly burping! The Mint Leaf, on the other hand, gives Kirby "minty fresh breath".

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
TTDaDiDou-America.png TTDaDiDou-EUR.png

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 original song was called st_plants.brstm. 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. Additionally, the game sports a second name, that being "Kirby3DS", found in ExHeader.bin.