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Kirby & the Amazing Mirror

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Title Screen

Kirby & the Amazing Mirror

Also known as: Hoshi no Kirby: Kagami no Daimeikyuu (JP)
Developers: Flagship, Dimps
Publishers: HAL Laboratory, Nintendo
Platform: Game Boy Advance
Released in JP: April 15, 2004
Released in US: October 18, 2004
Released in EU: July 2, 2004

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Kirby & the Amazing Mirror is Kirby's second and final GBA adventure, taking on a Metroidvania type of gameplay similar to Kirby Super Star‍ '​s "Great Cave Offensive" mode and featuring three Kirby partners who aren't very helpful. Oh, did we mention Kirby has to save Meta Knight this time around? Aw YEAH!

It was released for the 3DS Virtual Console in December 2011 as part of the 3DS Ambassador Program and Wii U Virtual Console in April 2014 with no differences aside from a lack of multiplayer functionality. How boring.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Rooms

There was a room here.

One small room is hidden in the game. Use code 02020FE6:03C9 and you'll be transported there after you lose a life.

It's gone now.

This room uses a similar tileset to Kirby: Nightmare in Dream Land's debug rooms. This was probably used as a debug room earlier in development, but it's empty now.

Another unused room. Its header is missing.

The header data for this room is completely missing from the final game, but all the other data (tile map, solidity map and objects) is still there.

The only tileset that fits is the one used in Radish Ruins. The room contains four Maxim Tomatoes and two 1UPs.

Unused Audio

Track 41

This theme is never heard in the game. It can be selected as the 41st theme in the Sound Test.

(Source: Original TCRF research)

Alternate Speed Eaters

Selectable as track 40 in the Sound Test, this theme is a slightly different version of the regular Speed Eaters theme. It features more marimba and more reverb on various instruments.

(Source: Vyroz)

Unused Graphics

Placeholder Ability Icon

To do:
Add pictures of the unused sprites

Kirby & the Amazing Mirror was planned to be localized in Europe since its development, therefore the Japanese and possibly the US versions contain several placeholder graphics where the right ones in the European versions would be, some partially translated.

Starting with the German ability icons, most are either the same from Nightmare in Dream Land, or copies of the Japanese ones. First at 00309634, there are also graphics for the Star Rod taken from Nightmare in Dream Land. Then at 003099F4, there's a completely unused "Kirby" icon.
These are repeated along the different language placeholder graphics, in place where the different hurt icons should be.


The "Kirby" icon.

Placeholder Tiles

These are placeholder tiles used by the designer to fill into. The second one (the X) is only present in the prototype and has been replaced with empty spaces in the final game.


Debug Tiles

To do:
translate, and re-rip the tiles, like in this image:
[[1]] (Credit goes to Teawater aka. charleysdrpepper)

These are tiles from the debug room's tileset. They also appear in the tileset during Dark Mind's fifth phase.


Present only in the debug room's tileset is also this numbered field, which might have been used as a template.


Placeholder Background

Some... mountains?

A placeholder background representing some mountains. You can see it in-game by replacing the background of the main hub room. To do so, change the byte at offset 0093AEF2 in the US version of the game from 1A to 16.

Development Text

Strings relating to the development process.

Nintendo SRAM

Located at 0xD60864:


Build Dates

Located at F87AF0 in the Japanese version, F32D94 in the US version, F4026C in the European version and A2BF78 in the prototype. The Japan Revision 1 version, the Japan Virtual Console version and the USA Virtual Console version do not differ from their "parent" versions.

Prototype Europe
Mon Dec 29 19:37:23  2003
Mon Apr 19 20:21:54  2004
USA Japan
Mon Apr 12 19:58:05  2004
Tue Mar  2 02:08:54  2004

Version Differences

Missile Damage

The Missile ability deals different amounts of damage depending on the game version. It deals 6 (direct hit) and 2 (explosion) on the Japanese version, versus 4 (direct hit) and 1 (explosion) on the English version.

Screen Freeze Glitch

In the Japanese version, if you use the mobile phone right before dying from falling into a pit or by touching dangerous surfaces (such as spikes or fire), the game will lock up. Instead of using the mobile phone, getting an ability roulette (when one of the other Kirbys uses Magic and the outcome is that everyone gets an ability roulette) will work the same way. This glitch was fixed in the English version.

Boss Endurance

The text on the victory screen in Boss Endurance differs between the Japanese and English versions.

Japan International
You are Champion. You're the Champion!

Revisional Differences

  • The Virtual Console release reduced the flashing lights that appears when defeating a boss, as part of Nintendo's newer policies in order to avoid causing epileptic seizures.
  • As stated above, the Virtual Console release removed the multiplayer functionality.


  • Despite what the lives counter would have us believe, the game actually caps lives at 255 instead of 99.
  • For some reason, there's a duplicate of the Crackity Hack theme selectable as the 39th track in the Sound Test. For reference, the used version is track 27.