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Kirby Super Star
|Kirby Super Star|
Also known as: Kirby's Fun Pak (EU),
This game has a notes page
This game has a prerelease article
- 1 Sub-Pages
- 2 Unused Rooms
- 3 Stage Oddities
- 4 Unused Level Tiles
- 5 Unused Room Palettes
- 6 Debug Features
- 7 Version Differences
- 8 Error Message
| Unused Graphics|
Graphics never seen in normal play.
| Unused Enemy Palettes|
Most enemies have three different palettes, but a good chunk are never used.
A few of the game's many, many rooms are never used. Game Genie or Pro Action Replay codes will change the first door in Green Greens to exit to the appropriate room, unless noted otherwise. None of these rooms are present in the game's remake Kirby Super Star Ultra.
GG code FA44-53AD DF44-5EDD
PAR code F0212B1C F0212C01
A completely empty room using the Green Greens theme. The music played is the track used in "Dyna Blade" Stage 1.
GG code 4D44-53AD DF44-5EDD
PAR code F0212B20 F0212C01
An unused quick tutorial room. Based on its placement by ID, this would be a quick tutorial for "Spring Breeze". The actual quick tutorial used for "Spring Breeze" is the same as the one used for "Dyna Blade".
GG code 62BC-EED4 EEB8-EE64
PAR code F09BAC8D F09BBEFF
(used for the first door in Dyna Blade Stage 3)
Unused bonus cannon room. This should be used after the Iron Mom battle on the main map. It's placed directly before the Iron Mom battle room, just as the other bonus cannon rooms are placed before the first actual room of a level. Presumably a door with a room warp ID of FF7F would lead to this room, but there's no room in the level data to place a door warp.
Since this room is never accessed the way it's intended, the object graphics are loaded incorrectly. To fix this, beat a level in "Dyna Blade" first, then immediately go to "Dyna Blade" Stage 3 and enter the door. This will fix the object graphics, but the bonus cannon will not use the proper yellow palette.
Some rooms in the game have hidden content that can never be accessed through normal play. Currently this is only seen in rooms from "Revenge of Meta Knight", but similar content may exist in other rooms as well.
Meta Knight Stage 1
Hidden from view in the first room of this stage is a solitary Wheelie on a ledge. It's positioned right above where Kirby's Warp Star crashes. Stranger still is that this is the only Wheelie in that room. Its behavior is set to charge at Kirby when he gets too close.
On his Warp Star rampage, Kirby never moves close enough to the Wheelie to activate it. Even if he did, the Warp Star goes too fast for the Wheelie to catch up. In the game's remake Kirby Super Star Ultra, the camera allows Kirby to fly up and reach the Wheelie enemy.
Use Game Genie code BCC4-1CAD and enter the first door in Green Greens. You'll be able to move around freely in the left side of the room.
Meta Knight Stage 5
Another enemy that's hidden in normal play. This Waddle Doo is never activated, as the camera never scrolls far enough to the right.
Further to the right are some tiles that don't appear anywhere else in the game. They even have the correct properties, sloped and everything! Perhaps there was supposed to be a Maxim Tomato or 1-Up or something down this path. In the game's remake Kirby Super Star Ultra, both Waddle Doo and these unique slopes are removed from the level entirely. The slopes got replaced with more generic ones.
Game Genie code 84C4-1CAD D7C7-166D will place you on the right side of the Laser Ball wall. Just take the first door in Green Greens.
Meta Knight Stage 8
In the room after the Meta Knight battle, there's a door that can't be entered in normal play. The player doesn't have any control over Kirby at this point. However, through hacking you can enter the door, and...it actually works!
In this room's level data, there's a specific warp coded for that door. The warp goes to...the same room, slightly below the normal spawn point. This might have been put in for testing purposes in case the Wheelie helper failed to spawn. The entrance was removed in the game's remake Kirby Super Star Ultra, and the room got unused.
Unused Level Tiles
Search for unused metatiles in the remaining tilesets.
Tiles that are unused. Self-explanatory, really.
A gigantic amount of tiles for the Wooded Hollow tileset remain unused in the game. There are four rooms in the game that use this tileset, and they're all mostly flat, with no platforms at all! Spikes, bomb blocks, even regular blocks are never used in those four rooms. This tileset was obviously planned to be used in more rooms, but...oh well.
Unused Room Palettes
Game Genie codes are provided where applicable.
An unused wavy grass palette, sort of an autumnal sunset kind of thing. Use Game Genie code 1BCD-1CDD to set this palette to the first room of Green Greens.
|Palette 90||Palette 93|
A dark version of Palette 90. Light and dark palettes are only used in three places: the lit and unlit candle rooms in the Old Tower area of "The Great Cave Offensive", and for Kracko's lightning attack. Both candle rooms use the light and dark blue ruins palettes, so this never gets used. Game Genie code BD25-18AA B726-16DA will enable this palette in the lit candle room.
|Palette 91||Palette 94|
Same as above, but with a green color scheme. Game Genie code BFA0-3BAE B0A0-3CDE alters the palette in the unlit candle room.
This would presumably be used for a dark room too, but there's no corresponding bright palette in the game.
A brighter version of the dark cloud palette that's used in the game. Game Genie code C827-4CDE sets Bubbly Clouds' first room to use this palette.
see if there is anything else per the talk page
Entering a room with the Pro Action Replay code 00740B01 enabled (all versions) will activate a sprite test mode, showing both Kirby and the helper in the middle of the screen and allowing you to cycle through all of their sprites.
The following buttons can be used on Controller 1 to manipulate Kirby's sprite:
- A/B - cycle back/forward one frame at a time
- X/Y - cycle back/forward through frames continuously
- L/R - cycle through frames for the Ability Cap only
- D-pad - moves the Ability Cap one pixel at a time, or continuously if Start is also being held
- Select - cycles to the next ability
- Start - pauses (without displaying the ability info screen), and also toggles displaying the Ability Cap behind or in front of Kirby
Likewise, Controller 2 can be used for the helper's sprite:
- A/B/X/Y - cycle through sprites the same as for Kirby
- D-pad - moves the helper around the screen
- Select - cycles to the next helper
Note that enemies will still be active, and if an enemy (or its attack) collides with the helper (and probably also Kirby) they will go back to being playable as normal with the selected ability.
Also, having the code enabled prior to entering a room will cause some anomalies with the way Kirby's sprite is displayed, due to the game thinking the sprite test has already been activated — namely, Kirby will always appear to be facing the same direction, and the "idle" frame of the Ability Cap will be drawn directly centered on Kirby's sprite, instead of ever being given its correct frame and position.
There is no apparent way to activate or deactivate this other than enabling the code and entering a room, or taking damage or restarting the game.
Another minor debug feature exists, allowing you to view the current contents of VRAM. Unusually, this feature is designed to be booted directly into — it actually performs a nearly full system initialization, other than clearing the existing contents of video and palette memory.
The following Game Genie or Pro Action Replay codes can be used to enter this screen by pressing L + R + Select + Start:
GG code 8389-0FA7 2889-04D7 (US version) / 918E-D467 288E-D4A7 (JP version)
PAR code 00BD57BE 00BD58DB (US version) / 00BCFA56 00BCFBDB (JP version)
The following controls are available on this screen:
- Up/Down - scroll the currently visible VRAM page
- A/B - cycle through available VRAM pages
- L/R/X/Y - cycle through available palettes
If this screen is activated during gameplay, there will be a visible screen split due to the status bar IRQ never being disabled. This will allow you to only scroll the portion of the screen above where the status bar was.
To exit this screen, just reset the SNES.
There's more, like the title screen.
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
A throng of graphical changes were made between the JP and international versions of the game, most of them involving the abject terror that is Japanese food.
12 of the food items were altered from the Japanese version. The foods at the top are Japanese, the ones at the bottom are from the other releases. You probably figured that out on your own.
The Shoshinsha mark (a Japanese symbol used for newbies/new drivers) was replaced by good ol' Kirby elsewhere. As the tutorial icon consists of two halves that are "slammed" together, the driving symbol makes more sense than cutting poor Kirby in half.
Interestingly, Super Star Ultra uses two halves of a whole Kirby in all versions.
There are weeds in the foreground of this mini-game in the Japanese version. This was eliminated for translation text, but was restored in Kirby Super Star Ultra.
The credits for Milky Way Wishes had a "maido" sign next to one of the Kirby graphics in the Japanese version. In addition, "and more..." was changed to "There's more..." at the very end (this change was reverted for Super Star Ultra, possibly because the end credits are now an FMV).
Every single opponent in The Arena has the same exact name written in plain English for the Japanese version as well - except for Computer Virus, which was originally known as Battle Windows. It was likely changed because players might confuse it as a PC jab. This was reverted for Super Star Ultra.
The Arena Animation
In the Japanese version, the title text for The Arena "explodes" onto the logo as it fades in. This was removed in other versions. In addition, the graphic of Kirby on a recent save file had kanji behind him.
All of the following glitches work only on the Japanese version. Each one requires you to press two opposing directions on the controller at the same time.
- As Jet Kirby, do a semi-charged or fully-charged boost in midair. Pressing Up + Down while flying sends Kirby flying diagonally. If he bumps into a wall after a semi-charged boost while holding Up + Down, Kirby will bounce skyward very fast.
- As Fire Kirby, do a running boost in midair. Pressing Up + Down causes Kirby to zip downward very fast, passing through floors.
- As Plasma Kirby, holding Left + Right and pressing Up charges to the maximum immediately, allowing you to fire fully-charged shots right away.
- As Yo-Yo Kirby, pressing Up + Down + Y in midair causes Kirby to disappear forever. If you do this with a helper, the game acts as if the helper doesn't exist.
- Pressing Up + Down on a ladder has some pretty glitchy effects, although it crashes the game most of the time.
This simple error message comes up at boot if anything other than a regular SNES controller is plugged into either controller port.
|The Kirby series|
|Game Boy (Color)||Kirby's Dream Land • Kirby's Pinball Land • Kirby's Dream Land 2 • Kirby's Block Ball • Kirby's Star Stacker • Kirby Tilt 'n' Tumble|
|SNES||Kirby's Dream Land 3 • Kirby's Dream Course • Kirby's Avalanche • Kirby Super Star|
|Satellaview||Kirby no Omocha Hako Baseball • Kirby no Omocha Hako Pinball|
|Nintendo 64||Kirby 64: The Crystal Shards|
|GameCube||Kirby Air Ride|
|Game Boy Advance||Kirby: Nightmare in Dream Land • Kirby and the Amazing Mirror (Prototype)|
|Nintendo DS||Kirby: Canvas Curse • Kirby Squeak Squad (Prototype) • Kirby Super Star Ultra • Kirby Mass Attack|
|Wii||Kirby's Epic Yarn • Kirby's Return to Dream Land • Kirby TV Channel • Kirby's Dream Collection: Special Edition|
|Nintendo 3DS||Kirby: Triple Deluxe • 3D Classics: Kirby's Adventure|
|Wii U||Kirby and the Rainbow Curse|