Kirby Fighters 2
|Kirby Fighters 2|
This game has unused code.
Remember that side-game in Kirby: Triple Deluxe that managed to get an updated standalone release? Well, now it has a sequel, but this time, Dedede and Meta Knight use the power of love to thrash Kirby's ass. Cool!
A bit of stuff:
- 1 eShop Demo Leftovers
- 2 Unused Character Textures
- 3 Unused Music
- 4 Unused Moves
- 5 Unused Items
- 6 Unused Ability Constants
- 7 Regional Differences
- 8 Internal Project Name
eShop Demo Leftovers
The game contains most of the assets made specifically for the eShop Demo, which released a few days later after the original game's launch. Things such as text, logos and even code still remains.
These are the "Demo" graphics that are supposed to go below the logo, both in English and Japanese.
Every single message from the Demo is here, completely translated into every language.
|ConfirmAccessEShop||Open Nintendo eShop and go to the page for the full version of Kirby Fighters 2?|
|ConfirmAccessEShopRogueClear||Thanks for playing! This is as far as the Demo Version goes. In the Full Version, you can continue the story and play as more characters!|
|Trial_1_Body||In the Demo Version, you can't create a group for Local Play Mode or Friend Match, but you can join teams created in the full game!|
|Trial_2_Body||In the Full Version, you can play all the characters and modes!|
|Trial_3_Body||In the Full Version, battling will increase your Fighters Rank. Gain more ranks to unlock new characters and stages!|
Unused Character Textures
Despite only Pink, Yellow, Blue and Green Kirby being playable in-game, updated textures for Chalk, Navy and Red Kirby from Kirby Fighters Deluxe exist within Kirby's model file, located in RomFS/gfx/Fight/Hero/Kirby/Base/.
Aditionally, Ghost variants also exist, including one for Shadow Kirby, who could only turn into a Ghost in Kirby Fighters Deluxe due to his playable status in that game.
Parallel Dedede's textures from Kirby Star Allies are located inside RomFS/gfx/Fight/Hero/DededeGhost/DededeGhost.bfres, the file for Dedede's Ghost model. It's unknown why they're here, but they were must likely used as a placeholder while developing the final battle. This is just mere speculation, though.
Similarly to the case above, Meta Knight's model file, located in RomFS/gfx/Fight/Hero/Metaknight/, hosts Parallel Meta Knight's textures from Kirby Star Allies. Once again, it may be possible that these were used while developing the final battle.
Inside the Sound Archive of the game, located in RomFS/snd/Fizz/, an intro-less version of Kirby's Return to Dream Land's arrangement of Green Greens lies within the 47th wave archive (WARC_47_GUESS_B_SYS_FIZZ). This is unusual, as music in Kirby games is never stored in Wave Archives.
Additionally, another unused track is present inside the 49th Wave Archive. The tune sounds like it could've been used when running out of time in a story mode match, or when building up to an event.
Remnants of Magolor's "Magoloran Launch" technique from Kirby: Star Allies exists in the game, including its model. It can be accesed by doing a lot of Mint edits, but otherwise, it's basically unusable. It has only one state, no hitboxes, and cannot be launched.
Archer Kirby has an unused ability state referred to as StateDebugSquatWait. This doesn't allow Archer Kirby to attack, but instead cycles through the different designs for the Camouflage move. The camouflage remains in front of Archer Kirby even when he is flying or moving, and it can only be removed via the camouflage being destroyed. This move also exists in the previous fighting games where Archer appears in, and was most likely used for testing if all of the designs would appear correctly.
Data for some unused power-up stones for Story Mode exist in the game files, even having stats for all five levels. One would've increased shield health, while the other would've presumably reduced knockback.
Unused Ability Constants
Inside RomFS/mint/Fight.bin, under Scn.Fight.Hero.AnimKind, various animation constant entries for the Ice, Crash, Stone, Spark, Fire, and Wheel Abilities can be found, but no animations for them exist. These constants are leftovers from the previous fighting game.
Like in Kirby Fighters and Kirby Fighters Deluxe, the Sweet Potato from the Japanese settings has been changed to a Mint Leaf in International settings to reflect how it has been since Kirby's Dream Land. The models, the tips artwork and the story mode stickers have all been changed.
Spanish Question Mark
While playing the game with Spanish settings, all instances of a lone question mark are replaced with a question mark inside parentheses, probably because a question mark is always accompanied by an inverted question mark in Spanish grammar. The changes include the random character icon, and the random stage icon.
Internal Project Name
According to the Sound Archive, the many music files in the stream folder, and various promotional images for the game that Nintendo had shared previously on Play Nintendo, the game's internal project name is "Fizz".