If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Kirby & the Amazing Mirror/Unused Objects

From The Cutting Room Floor
Jump to navigation Jump to search
This page contains changes which are not marked for translation.
Other languages:
English • ‎español

This is a sub-page of Kirby & the Amazing Mirror.

This game features a good amount of unused objects. They can trigger all sorts of things, ranging from game resets, unused cut-scenes and even unused enemies. They all have their own unique hex IDs which are documented below.

Unused Objects

Objects 9A and F0

Two objects with the IDs 9A and F0 lie unused within the last batch of objects from the game's object list. When spawned, they immediately trigger a game reset.

I guess it's camera shy.

The 2003 Demo used a similar effect as a security mechanism. If the player attempts to load any enemy/object they aren't supposed to see, the game resets when it spawns it.

Unused Enemies

Stoppy

There's a single unused enemy in the game. Its health bar name calls it "ストッピー" ("Stoppy"). Its object ID is 2C, and it can be seen in-game by entering 02000146:2C as a cheat code, though it loads Golem's sprites as a placeholder when inserted into the game. Its parameter data, located at 0033623C, 00351A68, and 00353548 in the Japanese, American, and European versions respectively, is slightly different between them, but it doesn't seem to alter its movement patterns.

Data (JP) Data (US) Data (EU)
00 00 CC 00 02 00 00 00 00 00 00 00 09 00 00 00 15 FE 09 08 48 9E 33 08 00 00 CC 00 02 00 00 00 00 00 00 00 09 00 00 00 9D FE 09 08 74 56 35 08 00 00 CC 00 02 00 00 00 00 00 00 00 09 00 00 00 E5 FE 09 08 54 71 35 08

Its health bar name is located in 002F0B34 in the Japanese version. Its behavior is simple; It only walks around and occasionally jumps. It is also capable of climbing walls.

This enemy actually has full graphics in the 2003 Demo. It's depicted as a wind-up toy resembling a stopwatch. The enemy's animations and graphics have all been removed in the final game. This why it defaults to Golem's graphics. When placed into a room via natural means (such as placing its object ID in the object data of the room), it won't spawn on its own. Using the cheat is required.

KirbyAmazingMirrorProtoTokkoun.png

Health Bar Name

(Source: PPPLAND Fansite, Vyroz, heynow)

Unused Boss and Mid-Boss Data

The object IDs 40 to 44 include unused data for two unused Bosses and three unused Mid-Bosses. They all use Golem's sprites as placeholders. They all have the defined characteristics of Bosses and Mid-Bosses, such as not flinching when taking damage. The Mid-Bosses also leave out their "corpses" behind when their health bar is depleted.

Their health-bar names use a placeholder graphic consisting of 8 white triangles. The unused Bosses just reuse Stoppy's movement patterns, suggesting that the data used by both Stoppy and the bosses is most likely dummy data for enemies that don't have many parameters set. The Mid-Bosses, however, use other parameters, defined by the bytes below:

Data (JP) Data (US) Data (EU)
03 03 DC 05 02 00 00 00 00 00 00 00 38 00 00 00 7D 63 0C 08 48 9E 33 08 03 03 DC 05 02 00 00 00 00 00 00 00 38 00 00 00 05 64 0C 08 74 56 35 08 03 03 DC 05 02 00 00 00 00 00 00 00 38 00 00 00 4D 64 0C 08 54 71 35 08

This makes them stand motionless, with the added ability to turn around to look at Kirby. Additionally, they provide Kirby with the Stone Copy Ability when inhaled. These traits resemble Golem's behavior when inactive. Please keep in mind that this video spawned the Mid-Bosses by replacing Waddle Dee's data, but if loaded in via other means, such as cheats, their unique Mid-Boss characteristics work as intended. Like Stoppy, placing the enemy directly into a room does not spawn it. Inputting the cheat used to spawn Stoppy can work.

(Source: Vyroz)

Unused Shotzo Variant

There's a variant of Shotzo listed with the object ID 70. It's somewhat identical to regular Shotzo, but there are a few key differences. This Shotzo variant can angle its nozzle, damage Kirby on contact, and interact with Kirby's hitboxes like a regular Shotzo. However, upon hitting it, it doesn't trigger a health bar nor a name. It also can't spawn bullets despite it performing the shooting animation and sound.

Placing it inside a room will spawn the object correctly. However, it tends to corrupt its own graphics and others around it. It's unknown what makes this happen.

(Source: Vyroz)

Removed Object Spots

Various spots can be found in the ROM that could host objects, but are dummied out or have partially removed data. Below is a long list with every object of this kind with its effects and ID.

ID Effect
75 Crashes the game.
76 Does nothing.
7A Does nothing.
82 Crashes the game.
87 Crashes the game.
91 Crashes the game.
DB Crashes the game.
DC Crashes the game.
DD Crashes the game.
DE Crashes the game.
DF Crashes the game.
E0 Crashes the game.
E1 Crashes the game.
E2 Crashes the game.
E3 Crashes the game.
E4 Crashes the game.
E5 Crashes the game.
E6 Crashes the game.
E7 Crashes the game.
E8 Crashes the game.
E9 Crashes the game.
EA Crashes the game.
EB Crashes the game.
EC Crashes the game.
ED Crashes the game.
EE Crashes the game.
EF Crashes the game.
F1 Crashes the game.
F2 Crashes the game.
F3 Crashes the game.
F4 Crashes the game.
F5 Crashes the game.
F6 Crashes the game.
F7 Crashes the game.
F8 Crashes the game.
F9 Crashes the game.
FA Crashes the game.
FB Crashes the game.
FC Crashes the game.
FD Crashes the game.
FE Crashes the game.
FF Crashes the game.
(Source: Xira, Vyroz)

Obscured Objects

For some reason, lots of regular doors hide behind other mirror doors in Rainbow Route, Carrot Castle, and Radish Ruins, with the latter area having the most doors. They can be seen by disabling the 5th graphic layer. It's unknown why they're there, but it's possible that these were used as placeholders during development, and the team simply forgot to remove them.

The obscured doors may vary in appearance depending on the area they're located. In Rainbow Route, the door is black with a pointy arch, while in Carrot Castle, the door is gray and it has a regular arch. The ones in Radish ruins are the same as the ones in Carrot Castle, but colored Cyan.

Area Room Door(s)
Rainbow Route 00 7F Kirby & The Amazing Mirror Hidden Door 1.png
Carrot Castle 00 AA Kirby & The Amazing Mirror Hidden Door 2.png
Radish Ruins 02 6D Kirby & The Amazing Mirror Hidden Door 3.png
Radish Ruins 02 5D Kirby & The Amazing Mirror Hidden Door 4.png Kirby & The Amazing Mirror Hidden Door 5.png
Radish Ruins 02 59 Kirby & The Amazing Mirror Hidden Door 6.png Kirby & The Amazing Mirror Hidden Door 7.png
Radish Ruins 02 5E Kirby & The Amazing Mirror Hidden Door 10.png Kirby & The Amazing Mirror Hidden Door 11.png
Radish Ruins 02 5C Kirby & The Amazing Mirror Hidden Door 12.png Kirby & The Amazing Mirror Hidden Door 13.png

Kirby & The Amazing Mirror Hidden Door 14.png Kirby & The Amazing Mirror Hidden Door 15.png

Radish Ruins 02 60 Kirby & The Amazing Mirror Hidden Door 22.png
Radish Ruins 02 63 Kirby & The Amazing Mirror Hidden Door 16.png Kirby & The Amazing Mirror Hidden Door 17.png
Radish Ruins 02 5B Kirby & The Amazing Mirror Hidden Door 18.png Kirby & The Amazing Mirror Hidden Door 19.png
Radish Ruins 02 6F Kirby & The Amazing Mirror Hidden Door 20.png Kirby & The Amazing Mirror Hidden Door 21.png
(Source: Vyroz)