Kirby Mass Attack
Kirby Mass Attack |
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Also known as: Atsumete! Kirby (JP) This game has hidden development-related text. This game has a prerelease article |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do: A bunch of stuff. For example:
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Kirby Mass Attack can best be described as Kirby meets Lemmings. Kirby gets split up into 10 smaller (and somehow more adorable) Kirbys that have to work together to destroy enemies, open paths, and get food. It is also the successor of Kirby: Canvas Curse in some ways, and contains unlockable subgames in a variety of genres (including a vertical shoot-'em-up and what's pretty much a remake of Kirby's Pinball Land).
The game had a bumpy development cycle, which is reflected with the colossal amount of unused assets hidden in the files.
Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 2.1 Unused Objects
- 2.2 Unused Items
- 2.3 Unused Enemies
- 2.3.1 Blipper
- 2.3.2 Block Dragon
- 2.3.3 Bubble Fish
- 2.3.4 Carryon
- 2.3.5 Cidory
- 2.3.6 Early Blamboom
- 2.3.7 Early Giga Clanksprout
- 2.3.8 Early Ill Gate
- 2.3.9 Early Tortletummy
- 2.3.10 Early Skully
- 2.3.11 Gordo Bobber
- 2.3.12 Hammer Knight
- 2.3.13 Hoppin
- 2.3.14 Large Bloston/Mossy/Stickle
- 2.3.15 Pytago
- 2.3.16 Rivahely
- 2.3.17 Rocketon
- 2.3.18 Spiky
- 2.3.19 Shuffler
- 2.3.20 Torroppon
- 2.3.21 Oohroo UFO
- 2.3.22 Upsy
- 2.4 Unused Enemy Variations
- 2.5 Unused Palette Swap Feature
- 2.6 Unused Subgame Elements
- 2.7 Unused Screens
- 3 Unused Music
- 4 Development Text
- 5 Internal Project Name
- 6 Anti-Piracy
Sub-Pages
Prerelease Info |
Regional Differences Changes made between regions. |
Unused Tilesets And Backgrounds It's alive! |
Unused Graphics
Unused Objects
To do:
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10-Kirby Painting
A painting depicting King Dedede that would have required 10 Kirbys to remove. It would have been used in Dedede Resort Stage 10 alongside all the other paintings, but a 10-Kirby elevator in said stage renders it pointless.
Avalanche
Presumably an unused obstacle meant for the unused Frozen Field level (or just any snow level in general).
Minecart/Sled
A minecart level and a simillar sled level appear to have been planned, but these were scrapped decently far into development. There exists particles for both of these vehicles should one have taken damage, and sprites for the Kirbys fitting inside.
Unused Items
To do: *A larger chest that resembles the big chests from Kirby Squeak Squad. |
Grape
Grapes can be found alongside the other fruit in the game, but they go unused. They seem to have been scrapped very late into development, as they have official artwork.
Unused Enemies
To do:
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Blipper
Curiously, while electrical Blippers are used in-game (albeit only twice), regular Blippers are not. It would have pursued and attempted to eat Kirbys. Purple guidelines are present in its animations, and it is fully shaded.
Block Dragon
Block Dragon is a very early version of King Eelongo, a miniboss fought in Dedede Resort Stage 5 and Volcano Valley Stage 9 in the final game. This version has one large, destructible segment type with arms instead of two on each side of the body, and there is also an animation with alternate arm placement. The shading is incomplete, particularly on the spine and the scales.
Bubble Fish
True to its name, Bubble Fish would have swum around blowing bubbles (which would presumably harm the Kirbys to a degree). It is unclear which bubble graphics are used in association with this enemy.
Carryon
Carryon would have been surrounded in two onion layers, which would've been peeled off by the Kirbys. No graphics for being pummelled, attacking, or even being defeated exist, but every other related sprite seems finished.
Cidory
A large bee that would have rammed itself into the ground, leaving it vulnerable to attack. It seems to be complete, even having a sprite for being defeated and animations for shaking Kirbys off of it.
Early Blamboom
An early itteration of Blamboom with a larger mouth and weakpoint.
Early Giga Clanksprout
Giga Clanksprout's eye segment was originaly covered in spikes and lacked the giant toothed jaws above the claw. Two versions of the claw segments are present, but one is unshaded and the other is entirely black.
Additionally, this version also had an alternate orange palette, perhaps hinting that it was meant to be fought in a rematch like several other minibosses with second palettes are.
Early Ill Gate
An early version of Ill Gate, an enemy found in Volcano Valley Stage 7. Notably, this sprite is used in the Japanese-exclusive enemy rollcall at the end of the game, but it is absent from every other version.
Early Tortletummy
Tortletummy has animations for shrinking down multiple times when hit.
Early Skully
An early Skully (notably having pupils) spotting the Kirbys and promptly calling for backup. In addition, a large Skully-related object exists that would have fired a large beam as an attack.
Gordo Bobber
An aquatic variant of Gordos, heavily resembling a Blipper. In the final game, normal Gordos are used underwater instead.
Hammer Knight
Hammer Knight appears to be an earlier, much more basic version of Hamsturr, a miniboss present in Dedede Resort Stage 10. Oddly enough, it doesn't actually wield a hammer but a shield instead. It has animations for standing still, walking and falling down. The shading is incomplete.
Hoppin
A mole-like enemy that would have behaved like the Shoe Goombas from Super Mario Bros. 3.
Large Bloston/Mossy/Stickle
Large variants of Bloston, Mossy, and Stickle.
Pytago
Pytago would have attacked by crushing Kirbys that wandered above or below it. It would have come in three different geometric shapes with two different orientations each, but only the igloo-shaped sprites are fully shaded. Placeholder sprites exist for each shape.
Rivahely
A tomato that stays in place and spins around as a form of attack. This enemy would have fit nicely into a Green Grounds stage.
Rocketon
Rocketon would have launched off of the ground and left a laser beam in its wake.
Spiky
Spiky would have pushed a spiky shield towards the Kirbys if they were detected. It has two distinct death sprites, oddly enough.
Shuffler
A demon-like enemy that could bunch itself up and cover itself in spikes. The sprites lack any shading.
Torroppon
Torroppon would have pursued the Kirbys during the unused minecart stage, threatening them with a large drill. Only the cart is fully detailed.
Oohroo UFO
A spacecraft that would charge up before firing a beam of energy. The UFO has unfinished shading, and the empty cockpit would have been occupied by a Space Oohroo.
Upsy
Upsy would have sucked up wind/snow and blew it back out as a projectile. While it has a sprite for being defeated, it does not have an animation for being pummeled.
Unused Enemy Variations
Blamboom
A purple palette swap of Blamboom's base.
Dice
An orange palette swap of Dice, which may have shot fireballs or Star Blocks at the player instead of ice blocks. A giant variant also exists.
Lady Ivy
Lady Ivy has an animation for growling angrily, as well an an attack where she would stick spikes out from the bulb on her tail.
Mole
A mole that would have thrown a bomb from the background.
Stickle
A pink palette swap of Stickle capacle of leaping above the waterline. A giant version is present in Dedede Resort Stage 6, and the jumping sprites are used in the Japanese-exclusive casting call.
Unused Palette Swap Feature
To do:
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It seems you could originally unlock color palettes for Kirby, like in Kirby Squeak Squad. The graphics for the menu can still be found in the game, though they were never translated from Japanese and no background is present. Available colors would be indigo, cyan, grey, light pink, pink, red, orange, yellow, blue-green, green, purple, dark grey, and beige. This feature appears to have been scrapped fairly early, possibly due to confusion with the color-based health system of the Kirbys.
Unused Subgame Elements
Strato Patrol EOS
Stratos Patrol was once planned to have a character select screen, with King Dedede being a second playable character.
Dedede would have played identically to Kirby, only differing in appearance. Like Kirby's star projectiles, Dedede's hammers would change pallettes depending on how many powerups were collected. The sprites for Dedede being stolen and for being defeated are actually used while fighting him in the Kirby Quest subgame, but here they are scaled down. Dedede's panic button projectile has rather choppy animation.
In addition, Plasma Wisp was intended to appear as an enemy in the subgame. It would have shot plasma arrows as an attack.
Scrapped Kirby's Adventure Minigames
Two minigames present in Kirby's Adventure were planned to be included as subgames, but only their backgrounds remain. The player would have been able to collect plushies and eggs to add to a collection.
Unused Screens
To do: There's more. Also, there's several stage select screens using never-used backgrounds. |
Unused Hint
An unused screen, in Japanese, with a hint about grabbing. The text translates to:
Can't grab on...
While hanging on to a star,
you cannot grab on to other things.
In-game, Kirbys can grab things even if they are hanging on to the star, but this hint indicates that might not have always been the case.
World Splash Screens
There are four unused splash screens for every world in the game. Several differences can be seen here:
- Green Grounds is called "Green Ground".
- Dedede Resort is called "Dedede Land"; likely changed because it didn't sound very fitting. The letters are also yellow instead of light blue.
- An unused world called "Frozen Field". There is no splash screen for Volcano Valley, suggesting that Frozen Field was replaced by it.
Placeholder Stage Select Image
A placeholder stage select screen featuring a 3D render of Galatic NOVA, which is rather odd since this game is in 2D. The text translates to "Image does not exist".
Unused Music
BGM_TORIDE
A track that sounds like it might have fit into Strato Patrol EOS. "Toride" (砦) is Japanese for "fortress".
BGM_AFTER_BOSS
A seemingly celebratory theme, using part of the main theme motif.
Development Text
The following pieces of development text can be found in the ARM9 binary.
wadogo-00-1f
c:/home/wadogo/data/map.d/map
The "map" folder in the game's filesystem contains the levels.
Internal Project Name
The project's internal name is "wadogo", according to the above development text and the filename of the SDAT file, "WADO_SND_new.sdat". The name also appears in the filenames of some press materials released by Nintendo.
Anti-Piracy
Please elaborate. Having more detail is always a good thing. Specifically: How does the game detect that it's a copy? |
After loading the game, it will freeze with a blank screen if it detects that it is a copy.
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