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Kirby & the Amazing Mirror/Unused Music and Sounds

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This page contains changes which are not marked for translation.
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This is a sub-page of Kirby & the Amazing Mirror.

The main songtable is located at 00B253E0 in the Japanese version, 00B64334 in the European version, and 00B59ED0 in the American version.

Unused Music

You can force the themes to load with the following Cheat Code.

Version Code
All Versions 02023518:XX

Just replace "XX" with any of the IDs documented below and enter another room, or reset the game to hear it in the Central Circle.

Unused Unique Themes

Address (JP) Address (EU) Address (US)
Table 00B25530 00B64484 00B5A020
Header 00D1D36C 00D5C2C0 00D51E5C

This theme, selectable as track 41 in the Sound Player, can never be heard in-game. Judging by its location on the Sound Player, it was most likely supposed to be used when beating the Boss Endurance Sub-Game. Its ID is 2A.

(Source: Mugg1991)

Unused Alternate Themes

Crackity Hack

Address (JP) Address (EU) Address (US)
Table 00B25520 00B64474 00B5A010
Header 00D1C338 00D5B28C 00D50E28

Another version of Crackity Hack's theme, which is nearly identical to the used version except for the volume of the bass in this one being 14 units higher. It's present in the Sound Player as track 39. Its ID is 28.

Speed Eaters

Address (JP) Address (EU) Address (US)
Table 00B25528 00B6447C 00B5A018
Header 00D1D114 00D5C068 00D51C04

Selectable as track 40 in the Sound Player, this theme is a slightly different version of the regular Speed Eaters theme. It features more marimba and more reverb on various instruments. Its ID is 29.

Forest/Nature Area

Address (JP) Address (EU) Address (US)
Table 00B25570 00B644C4 00B5A060
Header 00D1DE98 00D5CDEC 00D52988

An alternate version of the theme "Forest/Nature Area" with the ID 32. It has echo on the main instrument, and a very odd flute instrument is heard bouncing to the rhythm of the song. This is the result of an undefined Voicegroup making track 1 default to Voicegroup 0, the flute instrument.

If the 67th Voicegroup is defined instead, the track will allow the theme to gain extra percussion. If this theme is forced into the game, this extra track will be disabled.

Castle/Building Area

Address (JP) Address (EU) Address (US)
Table 00B25578 00B644CC 00B5A068
Header 00D1E620 00D5D574 00D53110

A version of the theme "Castle/Building Area" with echo. Like, a lot of it. Basses are lowered one octave in the first position. Its ID is 33.

Ruins Area

Address (JP) Address (EU) Address (US)
Table 00B25580 00B644D4 00B5A070
Header 00D1F360 00D5E2B4 00D53E50

An alternate version of the theme "Ruins Area" with echo, just like with "Castle/Building Area". Its ID is 34.

Boss Battle Theme

Address (JP) Address (EU) Address (US)
Table 00B25588 00B644DC 00B5A078
Header 00D200D0 0D5F024 00D54BC0

A different version of the track "Boss Battle Theme". It has an extra track consisting of brass instruments that can barely be heard. It's the last song, and it's followed only by sound effects. Its ID is 35.

Disabled Instruments

The track that plays during a Wave Ride match has some flute instruments disabled in-game. The location of these notes in the song's header starts at 00D1A21B in the Japanese version, 00D5916F in the European version, and 00D4ED0B in the American version. They randomly kick in at the middle of the theme, but appear to be unfinished. Like the unused version of "Forest/Nature Area", this is also the result of an undefined Voicegroup. If the flutes are replaced with the Voicegroup pertaining to the percussion instruments, it will gain a cymball crash at the beginning of the song and a light hi-hat tap in the middle.

It's unknown why the extra percussion track was cut, but it's likely the error with the Voicegroups might have caused it.

(Source: Vyroz, mizu2023 (undefined Voicegroup explanation))

Unused Sounds

Enemy Inhaled

This sound is used in the game's Demo and Kirby: Nightmare in Dream Land when Kirby sucessfully inhales an enemy. Strangely, this sound effect does not play in-game, effectively making it unused. It can still be selected as sound 2 in the Sound Player, and a similar sound is used by the Snooter enemy when eating something. The difference between both sounds is in their volume, as Snooter's version is 1 unit higher in volume, and that, despite sounding pretty much identical, they both use different samples of the same sound, as each sound uses a different Voicegroup.

(Source: Vyroz)

Unused Samples

Many samples hide within the Voicegroups of the game.

Unique Samples
Sound Description
An unused string spicatto sample. It's located near the other Voicegroups containing more string instruments.
An unused Long Guiro sample. It resides inside the last of the drum Voicegroups.
Leftover Samples
Sound Description
A sound effect that was used when opening a hub door from Kirby: Nightmare in Dream Land.
Another door sound effect from the previous game, used there when closing a hub door.
A sound effect that was used when starting a match of Quick Draw in Nightmare in Dream Land.
A ringing alarm clock, used in Nightmare in Dream Land when Mr. Tick-Tock uses his ringing attack.
A synth that played when Kirby fought against Nightmare's Orb in Nightmare in Dream Land.
Another sample of the synth that played when fighting Nightmare's Orb. More synths of this kind existed in the previous game, but only this one and the one above remain.
A "plop" sample, which is also from the previous game. It's not quite exactly unused, as this is the sample used by the air bullet. However, due to various effects being applied to it, it sounds completely different to the base one. The unmodified sample was later used in Kirby: Canvas Curse.
An explosion sample, also from Nightmare in Dream Land. Like the "plop" sample, it's not unused, as this is used by enemies that explode. However, many effects have been applied to it that it sounds nothing like the base one. A similar sound was later used for every appearance of the Bomb Copy Ability after Kirby's Return to Dream Land.
(Source: Vyroz)