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Kirby 64: The Crystal Shards

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This page is a translated version of the page Kirby 64: The Crystal Shards and the translation is 100% complete.

Title Screen

Kirby 64: The Crystal Shards

Also known as: Hoshi no Kirby 64 (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: March 24, 2000
Released in US: June 26, 2000
Released in EU: June 22, 2001


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Hmmm...
To do:
  • Mucho texto de desarollo
  • Hay cuatro (!) versiones Japonesas. Rev 0/original, Rev 1, Rev 2 y Rev 3. Aquí documentación en las páginas (link en Inglés)1, 2.

Comer enemigos, flotar por el cielo, y pelear contra el mismísimo Satanás... un juego de Kirby , excepto que en 3D y puedes combinar poderes.

Sub-Páginas

Read about prerelease information and/or media for this game.
Prerelease Info (untranslated)

Gráficos sin usar

Arte temprano

Presente en 0x9D8CC0 en la versión estadounidense, hay arte muy, muy temprano.

Imágen in-Game Imágen pre-Release
Kirby64 veryearlyart.png Kirby64 Early icon.jpg

Un set similar de imágenes puede ser encontrado en uso en capturas pre-Release. Más notablemente, los amigos animales de Kirby iban a aparecer en el juego, al final, solo tienen un pequeño cameo usando Piedra+Cuchillo.

Los números debajo de "Kirby 64" podrían ser una fecha. Si así es, sería el 30 de Octubre de 1998. Casi año y medio antes de la salida Japonesa del juego. Esto se alinearia con los desarrolladores empezando a trabajar en "Kirby's Dreamland 3", salido en 1997

HUD sin usar

Entre los gráficos de los diferentes estilos de HUDs, hay un HUD extraño que podría estar relacionado a la depuración

Kirby64 weirdbanner.png

Arbusto del Planeta Pop temprano

Sin usar Usado
K64popstarbushunused.png K64popstarbushused.png

Escondido fuera de la skybox en la introducción en la batalla contra Adeleine, hay varios arbustos, uno de ellos utilizando una textura diferente a los demás, a los arbustos normales se les da color por uso de shaders, pero el único tiene una textura coloreada. Posiblemente esto sea como los arbustos de Planeta Pop 2 lucían tempranamente.

===Transparencia de texturas sin usar

Dos de las texturas en el castillo de Dedede tienen datos de transparencia que no se usan en el juego final, la de los cuadrados en onda, usado en múltiples paredes del castillo, que podrían haberse duplicado como murallas ocultando la mitad superior del patrón. Y la del vidrio tintado tiene transparencia para todas las partes negras, que podría permitir que fuera utilizado como efecto de luz más detallado o mostrar muros más detallados para mostrar por atrás. Grabaciones tempranas muestran las texturas sin transparencia, sugiriendo que el cambio fue bastante temprano

Diseño de las plataformas del jefe de Rock Star sin usar

Kirby64PixPlatform.png

La textura usada en la plataforma del jefe de Rock Star está diseñada para tener dos materiales, sin embargo, el modelo solo utiliza la parte de abajo a la derecha de la textura, dejando a la parte más arriba a la izquierda sin uso alguno. El sombreado indica que esto pudo haber sido usado por porciones más grandes de la plataforma. El material no se parece a ningún otro en Rock Star

Cuartos Test sin uso

Usa el código GameShark 810D1F9A ????, donde "????" es uno de abajo. Esto remplazará el primer nivel del Planeta Pop

Value Internal Name Room Description
1E30 ABE200 A plain green room with Adeleine. That's it.
1E54 ABE100 A wide open area for testing different kinds of terrain. Each colored square uses a different material, and is labeled in Japanese. There are some occasional blocks.
The materials are, from left to right: Ice (コオリ), Snow (ユキ), Sand (スナ), Wood (キ), Cloud (クモ), Grass (クサ), Iron (テツ), Mud (ドロ), Slippery (スベリ).
1EE4 ENETEST1 Completely empty, so Kirby falls forever in a grey void. The name indicates that it may have been used to test enemy behavior.
1F08 ENETEST2 A large room with a high ceiling and a painfully colorful grid on the back wall. The name indicates that it may have been used to test enemy behavior.
1F2C ITEM01 A very wide room that contains a lot of food and some Invincibility Candies, Yellow Stars, and Blue Stars. There are blocks and pools of water, but they have no collision.
1F50 BREAKTEST1 A basic room with some blocks to jump on. Some kind of broken background effect is used here, causing a white wavy texture to be overlaid in front of everything.

En una nota, 1E9C (EXERCISE0) ¡contiene el tutorial al inicio! Curiosamente, ¡Todos los demos están aquí!

Audio sin usar

Hmmm...
To do:
  • Algunas pistas de sonido de victoria presuntamente existían en el Sound Test, comprueben esto
  • Escuchar los efectos de sonido 396 y 397 en el Sound Check

El Sound Check, disponible tras vencer el juego, contiene bastantes canciones sin uso alguno, además de que lista las canciones diferentemente al OST oficial,

The classic victory dance theme of the series. Present as Music 061 in the Sound Check.

A shorter victory dance. Present as Music 062 in the Sound Check, the last entry.

Unused Sounds

いろはにほへと ちりぬるを (Iro ha nihoheto Chirinuru wo)

This is present in the Sound Test. It's the first two phrases of the traditional Japanese poem Iroha, the Japanese equivalent to the ABC song, repeated over and over in a sped-up voice. Due to how it ends, it was likely intended for the TVs in Stage 3 of Shiver Star. Present as Sound Effects 395 in the Sound Check.

Crash Debugger

Kirby64 CrashDebugger-Page1.pngKirby64 CrashDebugger-Page2.pngKirby64 CrashDebugger-Page3.png

This game has a crash debugger. To open it, crash the game in some way, then enter this button code:

  • Z + R + L
  • D-Up + C-Up
  • A + D-Left
  • B + D-Right
  • D-Down + C-Down

The crash debugger consists of three pages. Press Z + R + L to scroll through them. The first page displays the type of crash and the registers, the second page displays a stack trace, and the third page displays different contents depending on the type of crash.

The same crash debugger can also be found in Super Smash Bros. and Pokémon Snap, both of which were also developed by HAL.

(Source: fkualol)

Debug Save Code

There is a cheat code that will set File 3 to 100% completion, presumably for debug purposes. In order to activate it, make it so the save files are in the following state:

  • File 1 - doesn't matter
  • File 2 - empty
  • File 3 - initialized but not started

Reset the game, and when the HAL Laboratory and Nintendo logos appear, hold L on the second controller and enter the following button combo: C-Up, C-Up, R, C-Right, C-Left, and Start. The 1-up sound will play, and when you go to the save file screen, File 3 will be set to 100%. This code works on all the known original N64 versions of the game: Japan Rev. 0 through 3, USA, and Europe. It'll also work on the Wii U Virtual Console and Nintendo Switch Online versions but not the Wii Virtual Console or Kirby's Dream Collection versions since the N64 L Button isn't mapped to anything.

You can see the decompiled source code for the function behind this cheat code here.


(Source: someone2639)

Unseen Geometry

These models/geometry are used in the game, but cannot be seen through normal means.

Extra Tiny Fence Post

Kirby64extrafence.png

In the cutscene where Kirby meets Ribbon, there is a tiny copy of a fence post present in the scene. The extra fence post, which is smaller and more tapered than the other fence posts in the scene, is floating above the ground to Kirby's left. This tiny fence post is visible in the bottom-left portion of the screen when Kirby runs into the sunrise, showing up as one or two brown pixels just beneath the fence beam.

Waddle Dee's Rope

Waddle Dee used Escape Rope!

In the rising sand room of the first Rock Star stage, Waddle Dee breaks through the ceiling to give Kirby an exit. Hidden up in the exit hole is a rope model that loads with Waddle Dee. The rope is long enough to reach the floor, but it never moves and is not low enough to be seen. With Kirby's ability to fly, it makes rope unnecessary. Lowering the rope would have given little benefit to the player and would have only slowed down the scene.

Early Dark Matter

K64earlydarkmatter.png

In the cutscene after Waddle Doo is defeated, the Dark Matter ball that flies up is a different model from the typical Dark Matter used in other cutscenes. The design resembles Dark Matter's appearance in earlier games, though this exact design is new. The eye is modeled out and protrudes from the body. The whole model uses 512 polygons, which is relatively high-quality for a Nintendo 64 game. Though, some other characters use more.

Regional Differences

Japan International
Kirby64Japantitle.png Kirby64Title.png

Along with a necessary title change, the two copyrights were merged into a single line in the international version.

Japan International
Kirby64Japanhud4.png Kirby64hud4.png

The fourth HUD option in the Japanese version of the game has an appearance similar to Japanese calligraphy, while the international version changes it to a crayon-drawn theme.

Japan International
Kirby64JapanRiceBall.png Kirby 64 - Sandwich.PNG

One of the food items is a rice ball in the Japanese version and a sandwich in the international versions, continuing a running theme of removing Japanese foodstuffs. Oddly, Waddle Dee still "eats" an onigiri during the stage-ending picnic sequences in both versions.

Hmmm...
To do:
Screenshots of those below differences.

When losing to Boss Battles mode, the Japanese version says You're hopeless... while the international versions change to It's hopeless...