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Kirby Air Ride/Debug Mode

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This is a sub-page of Kirby Air Ride.

Kirby Air Ride sports a very feature-rich suite of debugging options that were used by the programmers and testers during the game's development. The menus, data displays and in-game debugging options still remain in the retail games, but can only be accessed by using an Action Replay. The debugging features provide a wealth of information surrounding the development of the game and how the game was put together.

(Source: gabrielwoj)
(Source: gabrielwoj)


Enabling

To enable the debugging runlevel and subsequently gain access to the main debug menu and subsequent debugging features in retail versions of Kirby Air Ride, use of an Action Replay is required. This, in turn, necessitates running the game on GameCube hardware (the Wii locks up when attempting to load Action Replay) or in an emulator.

The codes that activate the debug mode are as follows:

NTSC - Japan

R4GZ-DXV3-19NVH
3XG3-3RCX-X7N3W

NTSC - North America

AW39-2M13-UZ7B8
EXC2-4CHV-NBCBR

PAL

H8G0-KAB3-ARJJ5
B7BZ-B8GQ-6Y6YK

Once enabled, all debugging features become available during gameplay, and the main debug menu can be accessed.

(Source: Kirby's Air Ride Debug Mode Overview (atwiki), GuyPerfect)

Debug Menu

Kirby Air Ride's debug menu

In order to access the main debug menu, press X on the title screen while debug mode is enabled.

The debug menu (which looks a lot like the one in Super Smash Bros. Melee) provides a hierarchy of menus that configure the game with user-selected parameters, which can then be played and tested by pressing Start. Air Ride and City Trial modes can be configured with parameters not available through the game's menus, Checklist entries can be cleared, and hardware tests can be conducted.

For menu navigation, tilt the Control Stick up and down to select items, press A to activate an item, press B to move back one menu, and tilt the Control Stick left and right to select from multiple values for the selected item.

Development Log

The background of the debug menu is a development log in the NTSC versions of the game, but is only a simple "alignment test" in the PAL version that shows text and an image aligned in different ways.

Development Log

05/26 Seiji Otoguro
Event [Item Bounce] Added.
Event [What's In the Box?] Added.
Event [Fake Power-Ups] Added.

05/17 Tōru Yamashita
New Course Colosseum5 (Stage Name:Battle2) Added.

04/30 Seiji Otoguro
Breakable Power-Up Box generator added.

Pressing up and down on the D-Pad will scroll through the development log.

TOP MENU

The top-level menu contains a number of sub-menus that can be selected by tilting the Control Stick up and down and pressing A. From within submenus, you can return to the parent menu by pressing A.

The submenus of the top-level menu are as follows:

  • RACE 3D MODE - Configure the game for Air Ride, City Trial, and Stadium modes
  • RACE 2D MODE - Enters Top Ride mode with a debug menu of its own
  • OPTION MODE - Configure Speed Help and audio settings
  • CLEARCHECK - Contains an option to mark all Checklists as complete
  • SOUND TEST - A full sound test with features not present in the game's Sound menu
  • RUMBLE TEST - Allows the user to test controller rumble patterns
  • MOVIE TEST - Preview the game's videos
  • MEMCARD TEST - Tests various Memory Card functions (will actually write to the card)
  • ENDING TEST - Preview the ending videos
  • LAN EMULATE - Configures LAN parameters prior to communication
  • LAN MENU TEST - Hardware diagnostic for LAN interactions
  • SYNC TEST - Significance not known at this time

The contents of the menus may be different between the US, European and Japanese versions of the game.

(Source: gabrielwoj)

OPTION MODE

This small sub-menu contains three items:

  • BOOST SELECT - It's assumed that this is the option for the speed help setting. Its settings are NONE, LOW X, and HI X
  • HUD SELECT - It's unsure what this option does as it appears to have been disabled, but was likely to allow you to change the style of the in-game HUD.
  • SOUND - It is fairly obvious what this does. It contains four settings: MONO, STEREO, SURROUND, and DPL2.

CLEARCHECK

There is only one item in here: ALL FLAG ON. Selecting this option will fully clear all three checklists in the game. However, the changes only seem to take effect if you leave the debug mode and enter the regular menu screen.

SOUND TEST

This menu contains a fairly simple sound test mode featuring the sound effects and music in the game.

  • SOUND MODE - Contains the options MONO/STEREO/SURROUND/DPL2/HAL DPL2. It's unsure what the difference between "DPL2" and "HAL DPL2" is.
  • LANG - Contains the options JP/US. Attempting to play any sound effects while US is selected will freeze the game. There may have been regional differences at one point.
  • FGM GROUP - Contains different Sound Effects Groups.
  1. PINFO - Generic SFX played during 3D Game Modes (Different Stars sound effects, various City Trial SFX, etc.)
  2. MAP_HEAT - Various sound effects that are played on the map Magma Flows
  3. MAP_DESERT - Various sound effects that are played on the map Sky Sands
  4. MAP_CHK2 - Various sound effects that are played on the map Checkered Knights
  5. MAP_VALLEY - Various sound effects that are played on the map Celestial Valley
  6. MAP_ICE - Various sound effects that are played on the map Frozen Hillside
  7. MAP_MACHINE - Various sound effects that are played on the map Machine Passage
  8. MAP_SPACE - Various sound effects that are played on the map Nebula Belt
  9. MAP_SKY - Various sound effects that are played on the map Beanstalk Park
  10. MAP_CITY1 - Contains the environment SFX played in different areas of the City Trial map (Waterwheel slide, Volcano dragons, etc.)
  11. CITY - Contains more generic SFX found in City Trial (Stadium reveal, Event siren, Box breaking, etc.)
  12. MENU - Self-explanatory. Contains the SFX used on the menu screen.
  13. MAIN - More generic SFX played during gameplay (Pause sound, Kirby Exhale noise, etc.)
  14. STAR - Contains the SFX for the different Air Ride Machines in the game
  15. GROUND - Contains the SFX played when riding different terrain (Ice, Gravel, Water, etc.)
  16. ZAKO - Contains the SFX of all the Air Ride-exclusive enemies (Scarfy, Waddle Dee, etc.)
  17. 2D_MAIN - Generic SFX played during the Top Ride mode
  18. 2D_ITEM - Contains Top Ride items SFX
  19. 2D_STAGE - Contains the different environment SFX in the Top Ride maps.
  20. MAP_PLANTS - Various sound effects that are played on the map Fantasy Meadows
  • FGM - Contains the sound effects of the appropriate group. Make sure LANG is set to JP.
  • FGM STOP - Stops the sound effect that is currently playing.
  • FGM PITCH - You can change the variable to positive or negative numbers. Resets whenever you play a sound effect.
  • FGM PAN - Default variable is 127. Presumably changes the left/right balance of the sound. Resets just like the last option.
  • FGM SPAN - Presumably changes the forward/backward balance of the effect for surround sound. Resets just like the other two.
  • FGM ROUND - Still not sure what this does. Resets in the same way.
  • FGM VOICE MAX - Again, not sure what this does. Doesn't reset, but doesn't seem to do anything either.
  • BGM - Choose from any of the songs in the game. The below list are all the options.
Option Name Song Name Option Name Song Name
NONE No music plays STAGEAUTO The music appropriate to the selected stage will play
MENU 01 Menu 2D_DESERT 27 Top Ride: SAND
2D_DESERT_URA 34 Kirby 64: The Crystal Shards: Rock Star 2D_KAZAN 29 Top Ride: FIRE
2D_KAZAN_URA 36 Kirby Super Star: Versus King Dedede 2D_KEKKA 40 Top Ride: Results Screen
2D_LIGHT 30 Top Ride: LIGHT 2D_LIGHT_URA 37 Kirby 64: The Crystal Shards: Mid-boss Room
2D_MACHINE 32 Top Ride: METAL 2D_MACHINE_URA 39 Kirby: Shooting
2D_PLANTS 26 Top Ride: GRASS 2D_PLANTS_URA 33 Kirby Super Star: The Mountain
2D_SKY 28 Top Ride: SKY 2D_SKY_URA 35 Kirby Super Star: Revenge of Meta Knight (Map)
2D_WATER 31 Top Ride: WATER 2D_WATER_URA 38 Kirby: Float Islands
3D_CHECK 10 Air Ride: CHECKER KNIGHTS 3D_CHECK_URA 19 Kirby: Green Greens
3D_DESERT 05 Air Ride: SKY SANDS 3D_DESERT_URA 14 Kirby Super Star: The Arena
3D_ICE 06 Air Ride: FROZEN HILLSIDE 3D_ICE_URA 15 Kirby's Adventure: Rainbow Resort
3D_KAZAN 07 Air Ride: MAGMA FLOWS 3D_KAZAN_URA 16 Kirby Super Star: Revenge of Meta Knight 1
3D_KEKKA 24 Air Ride: Results Screen 3D_MACHINE 09 Air Ride: MACHINE PASSAGE
3D_MACHINE_URA 18 Kirby Super Star: Revenge of Meta Knight 2 3D_PLANTS 03 Air Ride: FANTASY MEADOWS
3D_PLANTS_URA 12 Kirby Super Star: Spring Breeze 3D_SKY 08 Air Ride: BEANSTALK PARK
3D_SKY_URA 17 Kirby Super Star: The Beginner's Room 3D_SPACE 11 Air Ride: NEBULA BELT
3D_SPACE_URA 20 Kirby: Nightmare in Dream Land: Dream Land 3D_VALLEY 04 Air Ride: CELESTIAL VALLEY
3D_VALLEY_URA 13 Kirby's Adventure: Forest Stage STADIUMINTRO 56 Stadium: Title
CITY 41 City Trial: City CITY_ISOGI 42 City Trial: Not Much Time Left
CITY_URA 43 City Trial: City (Backside) CLEARCHECKER 63 Checklist Completed
DRAGOON 54 City Trial: Legendary Air Ride Machine ENDING 25 Air Ride: Ending
ENDING_CITY_US 61 City Trial: Ending EVENT_FOG 53 City Trial: Dense Fog Today
EVENT_GORDO 49 City Trial: What's in the Box? EVENT_ITEMBOUND 52 City Trial: Item Bounce
EVENT_KYOSEKI 47 City Trial: Huge Pillar EVENT_METEO 46 City Trial: Flying Meteor
EVENT_MONSTER 44 City Trial: Dyna Blade Intro EVENT_STATIONFIRE 48 City Trial: Station Fire
EVENT_SUPERCHARGE 51 City Trial: Rowdy Charge Tank EVENT_SYOUKINKUBI 45 City Trial: Tac Challenge
EVENT_TOUDAI 50 City Trial: The Lighthouse Light Burns EVENT_FINISH_1 21 Finish!: Winner's Finish
EVENT_FINISH_2 22 Finish!: Second Place or Worse EVENT_FINISH_CP 23 Finish!: CPU Finish
GRAPH 55 City Trial: Properties Graph HOWTO 02 Play Methods
MENU Copy of MENU OPENING 00 Opening
RETIRE 62 Retire STUDIUM_04 57 Stadium: DRAG RACE
STUDIUM_AIRGRIDER 58 Stadium: AIR GLIDER STUDIUM_BATTLE 60 Stadium: KIRBY MELEE
STUDIUM_DEDEDE Copy of EVENT_MONSTER STUDIUM_POINT 59 Stadium: TARGET FLIGHT
  • BGM PITCH >> - Toggles the music playing from normal paced to fast paced and vice versa.
  • BGM STOP - Take a guess as to what this does.
  • BANK CLEAN - Not sure what this does.

RUMBLE TEST

Test the various rumble patterns. Yay.

  • PATTERN - There are 33 different patterns to choose from. Some last only a few seconds, while some never end.
  • FRAME - Allows you to check the different frames of rumble from the different patterns.
  • RUMBLE STOP - Does exactly what it says.

MOVIE TEST

Contains the "Opening" video as well as the "How to play" and "Machine Intro" videos.

  • Opening - The opening intro video
  • HOWTO PLAY - The video that plays if you idle on the title screen too long.
  • HOWTO AIRRIDE - The video that plays the first time to start up Air Ride mode.
  • HOWTO UERIDE - The How to Play video for Top Ride.
  • HOWTO CITYTRIAL - City Trial's how to play video.
  • HOWTO NORMAL MACHINE SPEC DEMO - Demo video of the basic Air Ride machines. Plays after idling on the title screen.
  • HOWTO HIDDEN MACHINE SPEC DEMO - Video of the unlockable machines. It is unlocked after certain conditions are met in city trial mode.

MEMCARD TEST

Hmmm...
To do:
Somebody please test these out. Just make sure to back up your Memory Card first.

Contains various memory card management options.

  • GOTO UTILITY - Enters the game like normal
  • REQ CHECK -
  • REQ SAVE - Saves your game
  • REQ LOAD -
  • REQ CREATE - Creates a new save file
  • REQ DELETE - Deletes your Kirby Air Ride save data
  • REQ FORMAT -
  • REGION WRITE -
  • REGION INFO -
  • LIB TEST -

ENDING TEST

Contains the three ending videos.

  • AIRRIDE - Air Ride mode's ending credits.
  • UERIDE - Top Ride's Ending credits. Freezes for some reason. Likely the movie file was moved at one point.
  • CITYTRIAL - City Trial's ending movie. It's also the Air Ride machine outro movie.

LAN EMULATE

Believed to test LAN connections.

  • GC COUNT - Probably the number of GameCubes connected.
  • GC INDEX - This one is anyone's guess.

LAN MENU TEST

A test for the LAN menu.

  • GOTO LAN MENU - Takes you to the LAN menu. Doesn't require a broadband adapter to access.

SYNC TEST

The purpose of this option remains unclear, but there are seemingly functions attached to it.

  • SHORIOCHI - Default value is 0. Can be changed to 1, but the change applied is unknown.
  • SHORIBOU - Default value is also 0. If this flag is changed to 1, the game will display an unknown graphic at the bottom of the screen at all times (exactly like if R + D-Pad Right was pressed).
(Source: gabrielwoj)

RACE 3D MODE

This small sub-menu contains three items:

  • NORMAL - Air Ride
  • CITYTRIAL - City Trial
  • STADIUM - City Trial / Stadium

All three configure game scenarios using the 3D engine, and most of the options under them apply to all three menus. This article will document the individual item menus and list which 3D mode menus they apply to. Unless otherwise noted, the following menu options apply to all three menus.

RACE START / TRIAL START / STADIUM START

These options begin the game with the selected settings. From any of the three menus and their sub-menus, this option can be activated by pressing Start.

PLAYER NUM

The number of active players, from 1-4.

STAGE SEL

Applies to: NORMAL

The stage that will be loaded when the race is started. Note that this list contains every map in the game; not just those ordinarily accessible via Air Ride.

The following maps can be selected:

  • PLANTS - Fantasy Meadows (Laps mode)
  • HEAT - Magma Flows (Laps mode)
  • DESERT - Sky Sands (Laps mode)
  • ICE - Frozen Hillside (Laps mode)
  • SKY - Beanstalk Park (Laps mode)
  • VALLEY - Celestial Valley (Laps mode)
  • MACHINE - Machine Passage (Laps mode)
  • CHECK - Checkered Knights (Laps mode)
  • SPACE - Nebula Belt (Laps mode)
  • CITY - City
  • ZEROYON1 - Drag Race 1
  • ZEROYON2 - Drag Race 2
  • ZEROYON3 - Drag Race 3
  • ZEROYON4 - Drag Race 4
  • AIR1 - Air Glider
  • POINT1 - Target Flight
  • HIGH1 - High Jump
  • BATTLE1 - Kirby Melee 1
  • BATTLE2 - Kirby Melee 2
  • DEATH1 - Destruction Derby 1
  • DEATH2 - Destruction Derby 2
  • DEATH3 - Destruction Derby 3
  • DEATH4 - Destruction Derby 4
  • DEATH5 - Destruction Derby 5
  • PLANTSINGLE - Single Race 1
  • HEATSINGLE - Single Race 2
  • DESERTSINGLE - Single Race 3
  • ICESINGLE - Single Race 4
  • SKYSINGLE - Single Race 5
  • VALLEYSINGLE - Single Race 6
  • MACHINESINGLE - Single Race 7
  • CHECKSINGLE - Single Race 8
  • SPACESINGLE - Single Race 9
  • DEDEDE1 - Vs King Dedede
  • PLANTSTIME - Fantasy Meadows (Time mode)
  • HEATTIME - Magma Flows (Time mode)
  • DESERTTIME - Sky Sands (Time mode)
  • ICETIME - Frozen Hillside (Time mode)
  • SKYTIME - Beanstalk Park (Time mode)
  • VALLEYTIME - Celestial Valley (Time mode)
  • MACHINETIME - Machine Passage (Time mode)
  • CHECKTIME - Checkered Knights (Time mode)
  • SPACETIME - Nebula Belt (Time mode)
  • PLANTSFREE - Fantasy Meadows (Free Run)
  • HEATFREE - Magma Flows (Free Run)
  • DESERTFREE - Sky Sands (Free Run)
  • ICEFREE - Frozen Hillside (Free Run)
  • SKYFREE - Beanstalk Park (Free Run)
  • VALLEYFREE - Celestial Valley (Free Run)
  • MACHINEFREE - Machine Passage (Free Run)
  • CHECKFREE - Checkered Knights (Free Run)
  • SPACEFREE - Nebula Belt (Free Run)
  • CITYDRIVE - City (Free Run)
  • DUMMY - An empty void
  • TEST - Driving test
  • TEST6 - Another driving test
  • TEST7 - Gliding test
  • SIMPLE - Crashes the game
  • SIMPLE2 - Test environment

The DUMMY, TEST, TEST6, TEST7 and SIMPLE2 maps are inaccessible through normal gameplay. For more information, see the Unused Levels section.

STADIUM SEL

Applies to: CITYTRIAL, STADIUM

The Stadium event that will be used when the Stadium mode starts (after the trial, or when START STADIUM is selected). The following Stadiums can be selected:

  • ZEROYON1 - Drag Race 1
  • ZEROYON2 - Drag Race 2
  • ZEROYON3 - Drag Race 3
  • ZEROYON4 - Drag Race 4
  • AIR1GLIDER- Air Glider
  • POINTSTRIKE - Target Flight
  • HIGHJUMP - High Jump
  • BATTLEROYAL1 - Kirby Melee 1
  • BATTLEROYAL2 - Kirby Melee 2
  • DEATHMATCH1 - Destruction Derby 1
  • DEATHMATCH2 - Destruction Derby 2
  • DEATHMATCH3 - Destruction Derby 3
  • DEATHMATCH4 - Destruction Derby 4
  • DEATHMATCH5 - Destruction Derby 5
  • SINGLERACE1 - Single Race 1
  • SINGLERACE2 - Single Race 2
  • SINGLERACE3 - Single Race 3
  • SINGLERACE4 - Single Race 4
  • SINGLERACE5 - Single Race 5
  • SINGLERACE6 - Single Race 6
  • SINGLERACE7 - Single Race 7
  • SINGLERACE8 - Single Race 8
  • SINGLERACE9 - Single Race 9
  • VSDEDEDE - Vs King Dedede

KIND SEL

Specifies how each of the 4 players will be controlled:

  • HUMAN
  • CPU
  • DEMO X - CPU; presumably used in the auto-demos
  • BOSS X - Unknown significance; not used in Vs. King Dedede
  • NONE - Player is not controlled

RIDER SEL

Specifies which character is used by each of the 4 players:

  • KIRBY
  • DEDEDE
  • METAKNIGHT

Note that while all three characters are functional on all choices for VEHICLE TYPE (see below), King Dedede is only intended to be used with WHEEL_DEDEDE and Meta Knight with STAR_WINGMETAKNIGHT. Also note that selecting Dedede or Meta Knight in the CITYTRIAL mode will freeze the game upon start. Another thing to note is that Dedede is playable in most stadium modes excluding the destruction derby(He freezes). Meta Knight, however, doesn't seem to work in any of them. By using codes, Dedede and Meta Knight can be selected in the CITYTRIAL and all stadiums without crashing the game.

VEHICLE KIND

Applies to: CITYTRIAL, STADIUM

Vehicle types for each of the 4 players:

  • STARNORMAL - Hovering machine
  • KIRBYWHEEL - One of the Wheelie-based machines

This setting no longer has any significance, as the value it modifies is managed by VEHICLE TYPE (see below).

VEHICLE TYPE

Specifies which machine is used by each of the 4 players:

  • STAR_NORMAL - Warpstar
  • STAR_LIGHT - Compact Star
  • STAR_WING - Winged Star
  • STAR_DEVIL - Shadow Star
  • STAR_HYDRA - Hydra
  • STAR_HEAVY - Bulk Star
  • STAR_SLICK - Slick Star
  • STAR_FORMULA - Formula Star
  • STAR_DRAGOON - Dragoon
  • STAR_WAGON - Wagon Star
  • STAR_ROCKET - Rocket Star
  • STAR_RUINS - Swerve Star
  • STAR_TURBO - Turbo Star
  • STAR_JET - Jet Star
  • STAR_FLIGHT - Flight Warpstar
  • STAR_FREE - Free Star
  • STAR_HANDLE - Steer Star
  • STAR_WINGKIRBY - Wing (Copy Ability)
  • STAR_WINGMETAKNIGHT - Meta Knight
  • WHEEL_NORMAL - Wheel (Beta)
  • WHEEL_KIRBY - Wheel (Copy Ability)
  • WHEEL_WHEELIE - Wheelie Bike
  • WHEEL_REX - Rex Wheelie
  • WHEEL_SCOOTER - Wheelie Scooter
  • WHEEL_DEDEDE - Wheelie Bike (King Dedede)
  • WHEEL_VSDEDEDE - Wheelie Bike (Vs. King Dedede)

Note that Free Star and Steer Star can both be used in 3D mode, though they're normally intended for Top Ride. They handle the same as Warpstar; the reason for their inclusion in 3D mode is unclear.

PLCOLOR SEL

Specifies the colors for each of the 4 players:

  • 0 - Pink
  • 1 - Yellow
  • 2 - Blue
  • 3 - Red
  • 4 - Green
  • 5 - Purple
  • 6 - Brown
  • 7 - White

King Dedede and Meta Knight have their own variations on colors.

RUMBLE SEL

Specifies rumble for each of the 4 players:

  • 0 - Rumble off
  • 1 - Rumble on

CPU LV SEL

Specifies the CPU level for each of the 4 players, from 0 to 8.

CAMERA FLAG

Specifies the screen display mode for each of the 4 players:

  • OFF - The player's camera view is not shown.
  • ON - The normal view when playing the game.
  • LIVE - A demo-style view of the current race
  • REPLAY - Same as LIVE, but used in the replay mode

This option can be used to see the game from the CPU players' perspectives.

BGM SEL

Applies to: NORMAL

Specifies which music plays during the race: Sound List


BGM FLAG

Applies to: NORMAL

Determines whether the background music will play during the race:

  • ON - Background music will play
  • OFF - No music will play

RULE SEL

Applies to: NORMAL

Configures the rules for terminating the race:

  • LAP - Race the specified number of laps.
  • TIME - Race for distance over the specified time limit.
  • COIN - Unimplemented. Laps are endless, and attacking opponents would likely drop coins to collect like in Super Smash Bros. Melee.
  • FREERUN - Run as many laps as you want, trying to get the fastest lap.
  • TIMEATTACK - Race 3 laps as fast as you can. Differentiated from LAP by the game when it saves your scores.
  • FREECITY - Crashes the game if not on the City map. Timed City Trial mode.
  • TIMECITY - Drive as much as you want, and the timer counts up to show how long you've been at it.
  • ZEROYON* - Drag Race rule set. Standard play with no lap counter.
  • AIR GLIDER* - Air Glider rule set. Timer ticks up when you cross the finish line, but can only be terminated on Air Glider, Target Flight and High Jump maps.
  • SKY DARTS* - Same as AIR1.
  • FLICK ROYAL - Unimplemented. Appears to be a coin-based Stadium rule set, but that's just speculation.
  • HIGH JUMP* - Same as AIR1.
  • JUST GOAL - Unimplemented. Behaves the same as FLICK ROYAL
  • BATTLE ROYAL* - Kirby Melee rule set. Timer ticks down and the number of enemies defeated is recorded.
  • DEATH MATCH* - Destruction Derby rule set. Timer ticks down and the number of rivals KO'd is recorded. On defeat, players respawn.
  • SINGLE LAP* - Single Race rule set. Same as ZEROYON.
  • SINGLE TIME* - Unimplemented. Time-limited race with no map or lap counter.
  • COIN BATTLE* - Unimplemented. Same as FLICK ROYAL.
  • DEDEDE MATCH* - Vs. King Dedede rule set. Timed match to defeat King Dedede. Not known how to make it function.
  • DEDEDE ROYAL - Unimplemented. Same as FLICK ROYAL.
  • CHICKEN - Unimplemented. Same as FLICK ROYAL.
  • CONTAINER - Unimplemented. Same as FLICK ROYAL.

* These rule sets are for Stadiums, and affect the name of the event that displays when entering the level.

LAP NUM

Applies to: NORMAL

The number of laps to play. If set to DEFAULT, the lap count is determined by the selected map.

TIME NUM

The number of seconds to play, for time-limited games.

TEAM BATTLE

Applies to: NORMAL

Has no significance, but presumably would affect whether team mode was active. The game does not support teams.

  • ON
  • OFF

TEAM ATTACK

Applies to: NORMAL

Has no significance, but presumably would affect whether you could harm your teammates. The game does not support teams.

  • ON
  • OFF

ENEMY REQ

Determines whether enemies appear on the map:

  • ON - Enemies may spawn.
  • OFF - Enemies will not spawn.

Note: Configuration of this setting is required to play on the TEST course.

ITEM REQ

Determines whether items appear on the map:

  • ON - Items may spawn.
  • OFF - Items will not spawn.

VEHICLE REQ

Applies to: NORMAL, CITYTRIAL

Determines whether Air Ride Machines appear on the map:

  • ON - Machines may spawn.
  • OFF - Machines will not spawn.

TRIAL FLAG

Applies to: NORMAL

Setting this flag to ON will normally crash the game. However, the use of codes can allow the functionality of this flag. When enabled, the City Trial map will be displayed at the bottom left of the screen and replace the current track's map. Another interesting thing to note is that players are able to get off their Air Ride machines on any map. Destroying one's machine will no longer put them in an "unconscious state".

The codes that allow this function to be used without crashing are as follows:

NTSC - Japan NSTC - North America PAL
MNBD-1D8R-KHCZX KH3Y-U2U9-MGNCY EACG-PT02-3QHZ5
TGF4-KT9Z-7HA62 ZMWA-TN6C-07J8X 9PNJ-57C4-RMTN5
0JJ8-5CCV-A0E35 9JVD-RZ74-9T60B 22ZN-HWC8-N3BG8
  • ON
  • OFF

HITPOINT

Applies to: NORMAL

Determines whether the HP gauges are shown as well as whether players may be defeated.

ON Players may be defeated.
OFF Players cannot be defeated.

BOOST

Applies to: NORMAL

Configures the Speed Help setting for lagging players.

0 None
1 Weak
2 Strong

BODYATTACK

Applies to: NORMAL

Determines whether players can deal damage to enemies and other players with a forward ram.

ON Players may attack with their machines.
OFF Machine collisions deal no damage.

MAP DEBUG

Applies to: NORMAL

Freezes the game if enabled under normal circumstances. With the use of codes, it is possible to enable this flag without crashing the game. However, the effects of this option remain unknown. It doesn't seem to affect gameplay.

3D Mode Features

City Trial when viewed from graphical configuration 7.

While playing in Air Ride and City Trial mode, debugging functions can be activated while debug mode is enabled. Debugging functions are selected with the D-Pad, and additional features can be accessed by holding the L, R or X button before using the D-Pad.

Among other things, the debugging functions can display information in on-screen overlays; can show course parameters such as enemy spawn locations and route paths; can spawn enemies, objects and Air Ride Machines at the player's location; can grant the player any Copy Ability; can show collision information; and can manipulate the camera in various ways.


L + D-Pad/A

The L button + D-Pad is used to navigate sub menus while in game. L + A is used to apply changes or select an option.

Start

Freezes all animations, but leaves audio unaltered. While frozen, tapping the Z button will advance the animations by one frame. Holding Z will cause the game to advance in slow motion. Pressing the combination of L+R+A will immediately end the current match.

D-Pad Up

Toggles the different camera views. The options are:

  • Static camera - The camera stops following Kirby and you can freely angle the camera with the C-Stick
  • Dynamic camera - Just like the previous camera except it moves with Kirby. Pressing L + R will swap what player your screen is following. However, their sound effects won't play.
  • Normal view - the default game camera with limited angles.

D-Pad Down

This allows you to choose from a variety of different options that affect the current game such as spawning items. Pushing D-Pad down will go to different groups of sub-menus. Pressing L + D-Pad Left/Right will change the sub-menu of that group

Group 1

This group directly affects your player. It has an ability select as well as a machine spawner. Pressing L + D-Pad Left/Right will navigate between them. L + A will select the option.

  • Ability Selector - Contains all regular abilities as well as the item roulette.
  • Stat Booster - contains all of the Stat patch items like Glide UP and the All Patch. Selecting any of these will instantly increase that stat by one. Works in all modes
  • Special Power-ups Selector - Contains the 4 special power-ups. They are: The Gordo, Cracker Launcer, Time/proximity bomb, and the Super Quick Spin.
  • Machine Spawner - Contains every vehicle in the game. Selecting one will cause it to spawn on top of you. You can even select the unused and debug ones. They can even be spawned in non City Trial modes.
  • Dragoon/Hydra Assembler - Selecting one will play the animation of you collecting all three parts and give you the machine.
  • Hidden Stats - Shows various City Trial Stats like # boxes broken and # items collected. This is likely for the internal tracker the game uses for a few of its stat based achievements. CPU Stats aren't tracked here, likely so players couldn't cheese the aforementioned achievements.

Group 2

This group allows you to play any graphical effect. They are centered around your player. Play around with it and find ones that you like.

(Source: gabrielwoj)

Group 3

Has the ability to spawn any actor in the game. However, spawning TAC, DYNA, or METEO outside of City Trial mode will crash the game. Similarly, spawning the generic enemies in courses that don't support them will also crash the game. Note that not all enemies can be spawned in certain Air Ride Modes. Pressing L + D-Pad Left/Right will show what is assumed to be the spawning coordinates or scale of the actor. Pressing L + A will spawn at the coordinates; however there does not seem to be a way to change the values. Because of this, actors always spawn at the start line. Or in the case of City Trial, at the City Wharf. Pressing L + B will spawn the actor a set distance away from Kirby, and facing him; pressing L + Y will summon the actor at Kirby's coordinates, and facing the direction Kirby is facing; and pressing L + X will spawn the actor at the coordinates and direction the last actor was spawned. Pressing L + Z will delete any manually spawned actors.

(Source: gabrielwoj)
(Source: gabrielwoj)
(Source: gabrielwoj)

Group 4

This group only applies to City Trial Mode and possibly Stadium mode as well.

  • Item Spawner - This can spawn anything that spawns in city trial mode like food, boxes, and Dragoon/Hydra pieces. They spawn in the same ways as the previous group, but pressing L + X will instead spawn the item at Kirby's coordinates with forward momentum in the direction the camera is facing. Interestingly, using this outside of City Trial does not result in a freeze. Instead the box merely states that the items are not loaded.
  • Event Toggler - This allows you to turn on (with L + A) and turn off (with L + B) a few different city events. Push L + D-Pad Left to get here. Note that these are not the actual events themselves.
  • GENE - Not sure what this one affects.
  • PATIMON - Causes the fake stat patches to appear.
  • BOUND - Makes items bouncy.
  • CONTENTS - Causes all boxes to contain the same thing.

Group 5

Music and sound modifier. Possibly allows you to change the current music track.

  • OBGM - Selecting this turns off the music. It can't be turned back on in the same way.
  • OFGM - Does the same thing except with the sound effects.

Group 6

Hmmm...
To do:
Experiment to see if this still functions and document how to use it.

Possibly allows you to make and view replays.

Group 7

This group seems to have a function to set certain spawns at precise XYZ coordinates. Unsure how to make it work.

Group 8

No selectable options except "GM TIMECLEAR". Selecting this resets the clock to what it was at the start of the match.

Group 9

This group seems to have a CPU Monitoring function.

  • CPU (x) - The value in here corresponds to the CPU being monitored. Pressing the X button will go the next value and pressing the Y button will go to the previous value.

-1 - Human Player

0 - CPU #1

1 - CPU #2

2 - CPU #3

*3 - CPU #4

*Note: The only situation in where a 5th player may be present is in the Vs. King Dedede Stadium if there are 4 players. Boss King Dedede will appear as a 5th player. The method used to spawn him outside of the said Stadium is to go to the stadium mode and set it to "VSDEDEDE", play on the stadium, and then go to Air Ride and set the rules to "Death Match" or "Zeroyon". The 5th player will still be King Dedede and uses his "DEDEDE" CPU mode.

  • CPU Mode

While not precisely indicated "CPU Mode" in-game, the second value after CPU(x) seems to be the preset AI program given to the CPU players. There are different values depending on the game mode chosen.

CITY - This mode is assigned to CPU players when selecting the City Trial game mode. CPUs will chase Items, Boxes, etc..

RACE - This mode is assigned to CPU players when selecting the Air Ride game mode. CPUs will simply follow a predetermined path to the goal.

ZERO - This mode is assigned to CPU players when selecting the Drag Race Stadiums. Same as RACE, but they will attempt to go as straight as possible.

AIR - This mode is assigned to CPU players when selecting the Air Glider or the High Jump Stadium. CPUs will attempt to follow the straightest path possible. As they land, they will get off their machines and walk endlessly..

POINT - This mode is assigned to CPU players when selecting the Target Flight Stadium. CPUs will follow a straight path until they reach the end of the jump. They will then start going in random directions for points.

BATT1 - This mode is assigned to CPU players when selecting the Kirby Melee 1 Stadium. CPUs will follow a path to enemies and attack them. The preset path will randomly change and go to different enemies.

BATT2 - Same as BATT1, but for the Stadium Kirby Melee 2. Additionally, they follow a certain predetermined path on the map.

DEATH - This mode is assigned to CPU players when selecting the Destruction Derby or VS. DEDEDE Stadiums. CPUs will attempt to eliminate the port priority Human Player first. Once the player is defeated or is too far away, they will target the nearest player around them.

DEDEDE - This mode will only be assigned to the Boss King Dedede CPU in the Vs. King Dedede Stadium. King Dedede will randomly attempt to go in one of the four corners of the map. He does not target players, but he will automatically hit them if they get too close to the front of his bike.

Group 10

Seems to control the shading and color of the different players. It also is the city event modifier as well as the skybox modifier

  • GOUND FOG ANIM - Contains all of the different skyboxs for City Trial. It goes from 0 - 18
  • GROUND EVENT - This is the event modifier. its values range from 0 - 15. All events can be repeated as much as you desire unless noted otherwise.
  • Event 0 - Dyna Blade
  • Event 1 - Tac's stolen items
  • Event 2 - Huge meteors incoming!
  • Event 3 - Huge unidentified pillar
  • Event 4 - Super charged Air Ride tanks
  • Event 5 - Restoration areas appear.*
  • Event 6 - Rail Stations on fire
  • Event 7 - Boxes contain the same item
  • Event 8 - City lighthouse has turned on
  • Event 9 - Secret chamber in castle opened.*
  • Event 10 - Stadium Prediction
  • Event 11 - Air Ride machine formation
  • Event 12 - UFO
  • Event 13 - Rubbery items
  • Event 14 - Dense Fog Today
  • Event 15 - Fake Power-Ups

* Do not use this more than once a match!

R + D-Pad Down

Triggers the usual pause menu.

R + D-Pad Left

Cycles through 5 general diagnostic displays:

  • Mode 1 - Player statuses. Displays information about frame counts, player states and animation states.
  • Mode 2 - Additional animation statuses.
  • Mode 3 - Displays drift values, and has a bunch of "DUMMY" displays
  • Mode 4 - Grind Rail information. Shows rail ID and percentage of travel along it.
  • Mode 5 - Displays all City Trial stats along with an acceleration graph for each player.

R + D-Pad Right

Displays an unidentified graph; possibly program status and memory usage.

R + D-Pad Up

Displays player statistics with various states of UI presence. The following stats are displayed:

  • Distance traveled - The in-game unit measurement for how far you've traveled.
  • AREA - The region of the course where you currently are. Affects what's drawn to the screen.
  • LEN - The distance you've traveled in feet/meters.
  • DIFF - How far you are from the person in front of you (if any).
  • RANK - The player's current ranking.

Note that these values are all zeroes in City Trial mode.

X + D-Pad Down

Cycles through 29 displays of world information. A bar appears at the top of the screen indicating which mode is selected along with some parameters.

  • Mode 1 - The default display. The world and actors are all drawn, but no additioanl data.
  • Mode 2 - The world is not drawn at all, but actors are.
  • Mode 3 - Particle collision regions are displayed as red bubbles around actors and projectiles.
  • Mode 4 - Combines the features of Mode 2 and Mode 5: world collision is shown, but the world itself is not drawn.
  • Mode 5 - Displays world collision information on a per-surface basis with a color code:
    • (Pressing X renders the collision information transparent, pressing B cycles through different colorings.)
    • Red - The surface can be driven on
    • Green - The surface is a wall
    • Blue - The surface is a ceiling
  • Mode 6 - Combines the features of Mode 8 and Mode 10: CPU AI paths and object spawn locations are shown, alongside main path and rails.
    • Blue - Main Path
    • Brown - Rails
  • Mode 7 - Combines the features of Mode 5 and Mode 6: world collision color coding with paths and spawn locations; world itself is not drawn.
  • Mode 8 - Displays object spawn locations as small, red-green-blue brackets.
  • Mode 9 - Combines the features of Mode 5 and Mode 8: world collision color coding with spawn locations.
  • Mode 10 - Displays all path information used by the CPU AI as lines alongside course path and rail paths.
    • Yellow - Path boundaries
    • Cyan - CPU AI paths
  • Mode 11 - Same as Mode 10, but pressing the X button will toggle the lines on or off.
  • Mode 12 - Only a small region of AI paths is drawn. Mode was probably obsoleted.
  • Mode 13 - Player orientation is shown, and the world seems to be partitioned into volumes (possibly for events)
  • Mode 14 - Combines the features of Mode 2, Mode 5 and Mode 13: world collision and partition information is shown, but the world itself is not drawn
  • Mode 15 - Uses an unknown partitioning scheme
  • Mode 16 - The world is not drawn, and pressing X will cycle through partition volumes, which are displayed as wireframe. There is an additional data overlay on the screen presenting parameters for the selected volume.
  • Mode 17 - Contains all of the features of Mode 3 as well as the applicable parts of Mode 5 and Mode 13: CPU AI paths are shown, and collision and partition information is displayed, but only close to the player. This is an optimization consideration when calculating collision detection.
  • Mode 18 - Combines the features of Mode 2 and Mode 17: paths and nearby collision information are shown, but the world is not drawn.
  • Mode 19 - Similar to 18, but with additional, unidentified volumes drawn
  • Mode 20 - Unidentified volumes and actors are drawn, as well as particle collision bubbles
  • Mode 21 - The X button toggles an overlay that displays camera information.
  • Mode 22 - The sky is not drawn, actors are drawn, and the X button toggles whether the world is drawn. The water is always drawn, and when the world is invisible, there's a transparent cube around the volcano.
  • Mode 23 - Shows collision bounds for particle FX
  • Mode 24 - Grind Rail collision regions are shown
  • Mode 25 - Combines the features of Mode 5 and Mode 24: actors are drawn, the world is not, and world and Grind Rail collision information are shown.
  • Mode 26 - Only the Grind Rail collision region between Heat Top and Castle Hall is shown. This may have been a special case.
  • Mode 27 - Actors and the Heat Top/Castle Hall Grind Rail collision region are drawn, but nothing else is.
  • Mode 28 - A blue outline appears around the sky. This may be the valid region for meteors to spawn.
  • Mode 29 - Unknown significance. Looks the same as Mode 1

X + D-Pad Left

Cycles through 14 displays of actor position and angle information. A few of these options will enable collision displays, which can subsequently only be disabled via X + D-Pad Right.

X + D-Pad Right

Cycles through 7 displays of actor collision regions, or "bubbles."

X + D-Pad Up

This Freezes your machine in place and disables most of your collision. You can't pick up items or be hurt, but you can do ramming damage to enemies. If the camera doesn't follow your machine when you do this, press D-Pad Up. To return to normal, simply re-input the combination. While stopped, a machine can be moved on the X and Z axis by holding the L button and moving the control stick. The machine can be raised or lowered on the Y axis by holding L and tilting up or down with the C-stick.

2D Mode Features

Top Ride has a debug menu all its own, suggesting that this part of the game may have been developed independently from (and concurrently with) the 3D mode.

Window Captions

In the Japanese and North American versions of the game, the menu windows for the Top Ride mode use Japanese-language Shift JIS text in the GameCube's built-in system font. However, on the GameCube, the codepage used is based on the console's region setting, so on export (North American and European) consoles, the characters appear in Windows code page 1252 encoding. As such, any Japanese text becomes unreadable mojibake.

The PAL version of the game addressed this issue by translating most of the text from Shift JIS to ordinary ASCII (which is compatible with Win-1252), though still in Japanese.

This article will present menu options with the export consoles' on-screen mojibake text, their Japanese counterparts, the text from the PAL version, and English translations. Hopefully, navigating the menus won't be too bad with this page open in your web browser.

Example

In the screenshot provided below, the following Win-1252 text strings correspond with the following Shift JIS strings, which themselves translate into the following English captions:

Bytes   Screen Text   Japanese   English
8C 6F 98 48 8F DA 8D D7 Œo˜H Ú × 経路詳細 Route Details
83 5A 83 4E 83 5E 94 D4 8D 86 ƒZƒNƒ^”Ô † セクタ番号 Sector Number
8D C0 95 57 À•W 座標 Coordinates
8C 6F 98 48 Œo˜H 経路 Route

Top Ride's debug menu
A menu depicting Win-1252 characters

Top Ride's debug menu
The same image, edited as Shift JIS

Note that this particular menu did not update captions in the PAL version.

Main Menu

When first selecting 2D mode, an overall menu will be presented on a black background. Its title will vary depending on the game version:

  • Japan - Jun 26 2003 01:07:39
  • North America - Aug 18 2003 17:00:00
  • PAL - Dec 10 2003 11:23:54

The main menu contains the following items:

Screen Text   Japanese   PAL   English   Notes
’² ®—pƒQ [ƒ€“ü‚èŒû 調整用ゲーム入り口 ChousiYouGameIriguchi Enter game Game with debug functions active
ƒ‹ [ƒ‹ Ý’è ルール設定 Rulesettei Rules Sub-menu
ƒR [ƒX コース Course Course Sub-menu
ƒEƒGƒ‰ƒCƒh ウエライド Ueride Top Ride Game with no debug functions
ƒAƒCƒeƒ€”­- ¶ アイテム発生 ItemHassei Item generation Sub-menu
ƒAƒCƒeƒ€— ”Ží アイテム乱数種 ItemRansuuTane Item random number seeds Sub-menu
‚â‚-‚à‚Ì— ”Ží もの乱数種 YakumonoRansuuTane Feature random number seeds Sub-menu
ƒ^ƒCƒ€ƒAƒ^ƒbƒN タイムアタック TimeAttack Time Attack  
ƒtƒŠ [ƒ‰ƒ“ フリーラン FreeRun Free Run  
ƒI [ƒgƒfƒ‚ オートデモ AutoDemo Auto demo  
I—¹ 終了 ShuuRyou End Return to debug menu
The Rules sub-menu is documented later in this article.
The Course sub-menu does not contain translated PAL captions, and contains the following items:
Screen Text   Japanese   English
The ‘ I The 草! Grass
The  » I The 砂! Sand
The ‹ó I The 空! Sky
The ‰Š I The 炎! Fire
The Œõ I The 光! Light
The … I The 水! Water
The “S I The 鉄! Metal
The Item generation sub-menu contains the following items:
Screen Text   Japanese   PAL   English   Notes
ƒIƒvƒVƒ‡ƒ“ オプション Option Option Sub-menu
ŽQ‰Á l ” 参加人数 SankaNinzuu Number of participants Sub-menu
TA—pƒR [ƒX•Ê TA用コース別 TAYouCourseBetu Course modifiers Sub-menu
The Option sub-menu contains the following items:
Screen Text   Japanese   PAL   English   Notes
-‚È‚¢ 少ない Sukunai Low Numeric; default 0.35
• ’Ê 普通 Futuu Normal Numeric; default 0.60
‘½‚¢ 多い Ooi Many Numeric; default 1.00
The Number of participants sub-menu contains the following items:
Screen Text   Japanese   PAL   English   Notes
‚S lŽQ‰ÁŽž 4人参加時 4NinSankaJi With 4 players Numeric; default 1.00
‚R lŽQ‰ÁŽž 3人参加時 3NinSankaJi With 3 players Numeric; default 1.20
‚Q lŽQ‰ÁŽž 2人参加時 2NinSankaJi With 2 players Numeric; default 1.80
The Course modifiers sub-menu contains the following items:
Screen Text   Japanese   PAL   English   Notes
The ‘ I The 草! The Kusa! Grass Numeric; default 1.23
The  » I The 砂! The Suna! Sand Numeric; default 1.11
The ‹ó I The 空! The Sora! Sky Numeric; default 1.07
The ‰Š I The 炎! The Honoo! Fire Numeric; default 1.10
The Œõ I The 光! The Hikari! Light Numeric; default 1.03
The … I The 水! The Mizu! Water Numeric; default 1.11
The “S I The 鉄! The Tetu! Metal Numeric; default 1.11
The Item random number seeds sub-menu contains the following items:
Screen Text   Japanese   PAL   English   Notes
The ‘ I The 草! The Kusa! Grass Numeric; default 6417
The  » I The 砂! The Suna! Sand Numeric; default 711
The ‹ó I The 空! The Sora! Sky Numeric; default 210
The ‰Š I The 炎! The Honoo! Fire Numeric; default 5683
The Œõ I The 光! The Hikari! Light Numeric; default 2001
The … I The 水! The Mizu! Water Numeric; default 550
The “S I The 鉄! The Tetu! Metal Numeric; default 8448
The Feature random number seeds sub-menu contains the following items:
Screen Text   Japanese   PAL   English   Notes
The ‘ I The 草! The Kusa! Grass Numeric; default 1234
The  » I The 砂! The Suna! Sand Numeric; default 1234
The ‹ó I The 空! The Sora! Sky Numeric; default 1234
The ‰Š I The 炎! The Honoo! Fire Numeric; default 1234
The Œõ I The 光! The Hikari! Light Numeric; default 1234
The … I The 水! The Mizu! Water Numeric; default 1234
The “S I The 鉄! The Tetu! Metal Numeric; default 1234

Main / Rules

The Rules sub-menu contains the following items:

Screen Text   Japanese   PAL   English   Notes
Žü‰ñ ” 周回数 ShuuKaiSu Laps Numeric; default 5
ŽQ‰Á Ý’è 参加設定 SankaSettei Participation 4 toggle buttons: on = player active
‚b‚o‚t Ý’è CPU設定 CpuSettei CPU configuration 4 toggle buttons: on = CPU player
ƒXƒ^ [ スター Star Machine 4 toggle buttons: on = Steer Star
ƒnƒ“ƒf ハンデ Hande Handicap 4 numeric entries; default 0
‚b‚o‚t @ CPU  Cpu CPU Level 4 numeric entries; default 2
F”Ô † 色番号 IroBangou Color 4 numeric entries
U“® 振動 Sindou Rumble 4 toggle buttons: on = rumble active
ƒJƒ ƒ‰Ží•Ê カメラ種別 CameraShubetu Camera Type Sub-menu
ƒJƒ ƒ‰Šp“x カメラ角度 CameraKakudo Camera Angle Sub-menu
ƒAƒCƒeƒ€”- ¶ アイテム発生 ItemHassei Items (Generation) Sub-menu
ƒAƒCƒeƒ€Ží•Ê アイテム種別 ItemShubetu Items (Type) Sub-menu
‚â‚­­­­­–­‚à‚Ì やくもの Yakumono Features Sub-menu
ƒu [ƒXƒg ブースト Boost Speed Help Sub-menu
ƒXƒ^ [ƒXƒŠƒbƒv スタースリップ StarSlip "Stars slip" Unknown function; doesn't affect drift
ƒuƒ‰ƒXƒg ブラスト Blast "Blast" Unknown function; doesn't affect boost
— BGM 裏BGM UraBGM Alternate BGM Toggle button: on = alternate music
The Camera Type sub-menu contains the following items:
Screen Text   Japanese   PAL   English
’Ê í 通常 Tuujyou Normal
ŒÅ’è 固定 Kotei Fixed
The Camera Angle sub-menu contains the following items:
Screen Text   Japanese   PAL   English
’Ê í 通常 Tuujyou Normal
ŽÎ‚ß 斜め Naname Diagonal
‰¡ Yoko Side
The Items (Generation) sub-menu contains the following items:
Screen Text   Japanese   PAL   English
’Ê í 通常 Tuujyou Normal
‘½‚ß 多め Oome Many
-‚È‚¢ 少ない Sukunai Few
‚È‚µ なし Nasi None
The Items (Type) sub-menu contains the following items:
Screen Text   Japanese   PAL   English
’Ê í 通常 Tuujyou Normal
‰B‚µ 隠し Kakusi Mystery
UŒ‚ 攻撃 Kougeki Attack
The Features sub-menu contains the following items:
Screen Text   Japanese   PAL   English
‚È‚µ なし Nasi None
’Ê í 通常 Toojyou Normal
Œƒ‚µ‚¢ 激しい Hagesii Many
The Speed Help sub-menu contains the following items:
Screen Text   Japanese   PAL   English
‚È‚µ なし Nasi None
’Ê í 通常 Tuujyou Weak
‹­-‚ß 強め Tuyome Strong

Pause Menu

When in-game, the Start button will bring up a special pause menu with debugging features.

Window Title:

Screen Text   Japanese   PAL   English
ƒ| [ƒYƒ ƒjƒ… [ ポーズメニュー PauseMenu Pause Menu

The pause menu contains the following items, all of which (except the last one) are sub-menus:

Screen Text   Japanese   PAL   English
ƒJƒ ƒ‰ Ý’è カメラ設定 CameraSettei Camera settings
ƒJ [ƒrƒB Ý’è カービィ設定 KirbySettei Kirby settings
“GƒvƒŒƒCƒ„ [ Ý’è 敵プレイヤー設定 TekiPlayerSettei CPU settings
ƒR [ƒX Ý’è コース設定 CourseSettei Course settings
ƒAƒCƒeƒ€ Ý’è アイテム設定 ItemSettei Item settings
ƒtƒ@ƒCƒ‹ ファイル File File
ƒNƒŠƒAƒ`ƒFƒbƒJ クリアチェッカ ClearChecker Clear Checklist
ƒJƒEƒ“ƒg W カウント集 CountShuu "Count Collection" (Bleh!)
•\Ž¦—Þ Ý’è 表示類設定 HyoujiRuiSettei Display settings
ƒTƒEƒ“ƒh サウンド Sound Sound
U“® Ý’è 振動設定 SindouSettei Rumble settings
–Ÿ•„ Ý’è 漫符設定 ManpuSettei Emote settings
’n k Ý’è 地震設定 JisinSettei Earthquake settings
ƒQ [ƒ€ I—¹ ゲーム終了 GameShuryo End game