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Kirby Mass Attack

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Title Screen

Kirby Mass Attack

Also known as: Atsumete! Kirby (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: August 4, 2011
Released in US: September 19, 2011
Released in EU: October 28, 2011
Released in AU: October 27, 2011
Released in KR: December 1, 2011

DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.
PiracyIcon.png This game has anti-piracy features.

To do:
  • Document the demo version of the game.
  • More unused graphics such as unused pieces for a scrapped minigame, world splash screens, and unused food graphics such as grapes.
  • Pre-release screenshots such as a screenshot in a Japanese magazine which shows an underwater level that's identical to stage 10 of Green Grounds but with a different background. Source

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).

Unused Graphics

To do:
  • There's more sprites to add and other graphics, including graphics intended for remakes of the minigames from Kirby's Adventure; you can find them here.
  • Filenames and directories.


KMA 57618.png KMA Avalanche.png
Presumably an unused obstacle meant for the unused Frozed Field level (or just any snow level in general).

Unused Palette Swap Feature

To do:
Why is the bottom screen the wrong resolution?
Kirby's Canvas Curse?

It seems you could originally modify Kirby's color, like in Kirby Squeak Squad, but this feature was scrapped fairly early. The graphics for the menu can still be found in the game, though they were never translated from the original Japanese. Available colors would be indigo, cyan, grey, light pink, pink, red, orange, yellow, blue-green, green, purple, dark grey, and beige.

Unused Enemies

UFO Shuffler Hammer Knight Block Dragon
UFO, Shuffler, Hammer Knight, and Block Dragon have unfinished shading.

Only Toroppon's cart is fully detailed.

igloo-shaped Pytago triangular Pytago trapezoidal Pytago
Only the igloo-shaped Pytago sprites are complete. All three have red guidelines on each side.

Spiky Rocketon Carryon Giga Clanksprout Tortletummy
Spiky, Rocketon, Carryon, Giga Clanksprout and Tortletummy all seem to be finished.

Big Bloston Big Mossy Big Stickle
Big versions of some enemies.

KMA Bad portal.png
An early version of the wrong door in the haunted house levels.

Bubble Fish Carryon Cidory
Some unknown unused enemies.

Red Blipper
The Regular Version Of Blipper was supposed to be in the game, but was removed. However, an Electrical Version can be seen in stage 5 of Dedede Resort.

(Source: http://www.spriters-resource.com/ds_dsi/kirbymassattack/)

Unused Subgame Elements

There are even some unused elements in the subgames, particularly Strato Patrol EOS, which was to have Plasma Wisp as an enemy and King Dedede as a playable character.

Unused Hint


An unused screen, in Japanese, with a hint about grabbing:

Can't grab on...

While hanging on to a star,
you cannot grab on to other things.

In the 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

KMA Unused splash screens.png

There are 4 unused splash screens for every world in the game, including an unused one called "Frozen Field". Several differences can be seen here:

  • Green Grounds was called 'Green Ground'
  • Dedede Land was changed to Dedede Resort, likely because it didn't sound very fitting. The letters are also yellow instead of light blue.
  • An unused world called Frozen Field can be seen here. There is no splash screen for Volcano Valley, suggesting that Frozen Field was supposed to replace Volcano Valley.

Placeholder Stage Select Image

Neither this thing exists.

A placeholder stage select screen featuring a 3D render of Galatic NOVA, which is kinda odd since this game is in 2D, the text translates to "Image does not exist".

Unused Music

To do:
Find audio tracks and upload them here.

A track that sounds like it might have fit into Strato Patrol EOS.

A seemingly celebratory theme, using part of the main theme motif.

Regional Differences

To do:
Upload more of the Japanese enemy credits. source for upper screen. source for lower screen.

Removed Enemy Credits

The Japanese version has an enemy credits sequence with 35 pictures and Kirby having a picnic that was, for whatever reason, dummied out from all subsequent versions. The untranslated graphics are still in the game's files. It's worth noting that the sprites used to represent the enemies Stickle and Ill Gate in the enemy credits are not the sprites used in the final version of the game but are actually unused sprites. English localizations are in parenthesis where applicable, as only Necrodeus and Kirby are effectively the same.


Puppon (Beanbon)


Utouto (Snoozroot)
Uto Sand
Uto Puku
Uto Fire


Uhho (Oohroo)
Gaburin (Gobchomplin)


Spydio (Spideroo)


Dokuro Daioh (Skullord)
Dokuron (Skully)
Dokuro Shogun (Skullseer)
Dokurosu (Skullion)





Graphical Changes

Japan International
KMA Strato Patrol EOS JP.png KMA Strato Patrol EOS US.png

The localized versions of the Strato Patrol EOS minigame's game over screen, instead of localizing "Holy NightMare" to "Night Mare Enterprises", simply removes the text entirely and replaces it with a background featuring blue clouds in the likeness of Nightmare himself (or eNeMeE, as he is known in the 4Kids English dub of Kirby: Right Back at Ya!).

Development Text

The following pieces of development text can be found in the ARM9 binary.


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.


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.