If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This page is a good article.

Kirby & the Amazing Mirror

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Kirby & the Amazing Mirror

Also known as: Hoshi no Kirby Kagami no Daimeikyuu (JP)
Developers: Flagship[1], Dimps[1], HAL Laboratory[1]
Publisher: Nintendo[2]
Platform: Game Boy Advance
Released in JP: April 15, 2004[3]
Released in US: October 18, 2004[4]
Released in EU: July 7, 2004[2]

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Kirby & the Amazing Mirror is Kirby's second and final GBA adventure, taking on a Metroidvania type of gameplay similar to Kirby Super Star‍ '​s "Great Cave Offensive" mode and featuring three Kirby partners who aren't very helpful. Oh, did we mention Kirby has to save Meta Knight this time around? Aw YEAH!

It was released for the 3DS Virtual Console in December 2011 as part of the 3DS Ambassador Program and Wii U Virtual Console in April 2014 with no differences aside from a lack of multiplayer functionality. How boring.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
KatamProto UnusedQuestionMark.png
Unused Graphics
Do you like early localization leftovers? Because there's lots of them here.
Kirby & The Amazing Mirror Music.png
Unused Music and Sounds
I can still hear them echoing through my mind...
Kirby & The Amazing Mirror Ouch JP.png
Regional Differences
"You are champion"

Unused Enemies


There's a single unused enemy in the game. Its health bar name calls it "ストッピー" ("Stoppy/Stoppie"). The enemy's index value is 2C, and it can be seen in-game by entering 02000146:2C as a cheat code, though it loads Golem's sprites as a placeholder when inserted into the game. Its data, located at 00351A68 in the US version, is comprised of the following bytes: 00 00 CC 00 02 00 00 00 00 00 00 00 09 00 00 00 9D FE 09 08 74 56 35 08. Its behavior is simple; It only walks around and occasionally jumps. This enemy is most likely unrelated to Tokkōn, another unused enemy from the 2003 Demo.

Health Bar Name

(Source: PPPLAND Fansite)

Unused Boss and Mid-Boss Data

The enemy indexes 40 to 44 include unused data for two unused Bosses and two unused Mid-Bosses. They all use Golem's sprites as placeholders.

The unused Bosses just reuse Stoppy's data. The Mid-Bosses, however, use the bytes 03 03 DC 05 02 00 00 00 00 00 00 00 38 00 00 00 05 64 0C 08 74 56 35 08, which makes them stand motionless, with the added ability to turn around to look at Kirby. Aditionally, they provide Kirby with the Stone Copy Ability when inhaled.

(Source: Vyroz)

Unused Enemy Properties


Any Chip enemy must be set to do something in-game. If one manages to add a Chip to a room but doesn't modify its behavior, it will default to just hopping in place.

Hop! And a hop! And a hop...!

(Source: Vyroz)


Despite being indestructible, the Gordo enemy has a set HP value of 2. Nothing can reduce its HP.

(Source: Mugg1991's K&TAM Luascript Hitbox Viewer)


The Soarar enemy has an unused idle animation which only consists of one still frame. Since Soarars are always in constant movement, this goes unused. Please note that the sideways movement is not part of it.


(Source: Vyroz)

Unused Rooms

Debug Room

There was a room here.

This room uses a similar tileset to Kirby: Nightmare in Dream Land's debug rooms. This was probably used as a debug room earlier in development, but it's empty now. Use code 02020FE6:03C9 and you'll be transported there after you lose a life.

It's gone now.

(Source: GoldS)

Unknown Room

Another unused room. Its header is missing.

The header data for this room is completely missing from the final game, but all the other data (tile map, solidity map and objects) is still there.

The only tileset that fits is the one used in Radish Ruins. The room contains four Maxim Tomatoes and two 1UPs.

(Source: UraYukimitsu)

Unused Palettes

Peppermint Palace

While not fully unused, the palette used for the windows outside the main building of Peppermint Palace has some unused shades of green and blue.

Kirby & The Amazing Mirror Peppermint Palace Palette.png

The game can apply this palette to the pine trees outside the building, however. It gives the trees the same colors from their used palette, but with a black shadow and a purple trunk.

Unused Used
Kirby & The Amazing Mirror Unused Tree Palette.png Kirby & The Amazing Mirror Used Tree Palette.png
(Source: Vyroz)

Unused Objects

Objects 9A and F0

Two objects with the IDs 9A and F0 lie unused within the last batch of objects from the game's object list. When spawned, they immediately trigger a game reset.

I guess it's camera shy.

The 2003 Demo used a similar effect as a security mechanism. If the player attempts to load any enemy/object they aren't supposed to see, the game resets when it spawns it.

(Source: Vyroz)

Object 8E

Object ID 8E hosts the cut-scenes that play when encountering and defeating Dark Mind inside the Dimension Mirror. It also hosts two early versions of the aforementioned cut-scenes.

The first cut-scene plays similarly to the final version, but Kirby displays an unused question mark graphic above his head when he encounters Dark Meta Knight.

The second cutscene is a quite different from the final version. This also uses the unused question mark graphic, but the Kirbys are now visibly shocked when Dark Meta Knight shatters and when the portal to Dark Mind opens. They also use another unused graphic when shocked.

(Source: Vyroz)

Removed Objects and Spots

Various spots can be found in the ROM that could host objects, but are dummied out or have partially removed data. Below is a long list with every object of this kind with its effects and ID.

ID Effect
73 Does nothing.
74 Does nothing.
75 Crashes the game.
76 Does nothing.
77 Does nothing.
78 Does nothing.
79 Does nothing.
7A Does nothing.
7F Does nothing.
82 Crashes the game.
87 Crashes the game.
91 Crashes the game.
DB Crashes the game.
DC Crashes the game.
DD Crashes the game.
DE Crashes the game.
DF Crashes the game.
E0 Crashes the game.
E1 Crashes the game.
E2 Crashes the game.
E3 Crashes the game.
E4 Crashes the game.
E5 Crashes the game.
E6 Crashes the game.
E7 Crashes the game.
E8 Crashes the game.
E9 Crashes the game.
EA Crashes the game.
EB Crashes the game.
EC Crashes the game.
ED Crashes the game.
EE Crashes the game.
EF Crashes the game.
F1 Crashes the game.
F2 Crashes the game.
F3 Crashes the game.
F4 Crashes the game.
F5 Crashes the game.
F6 Crashes the game.
F7 Crashes the game.
F8 Crashes the game.
F9 Crashes the game.
FA Crashes the game.
FB Crashes the game.
FC Crashes the game.
FD Crashes the game.
FE Crashes the game.
FF Crashes the game.
(Source: Xira, Vyroz)

Obscured Objects

For some reason, lots of regular doors hide behind other mirror doors in Rainbow Route, Carrot Castle, and Radish Ruins, with the latter area having the most doors. They can be seen by disabling the 5th graphic layer. It's unknown why they're there, but it's possible that these were used as placeholders during development, and the team simply forgot to remove them.
The obscured doors may vary in appearance depending on the area they're located. In Rainbow Route, the door is black with a pointy arch, while in Carrot Castle, the door is gray and it has a regular arch. The ones in Radish ruins are the same as the ones in Carrot Castle, but colored Cyan.

Area Room Door(s)
Rainbow Route 00 7F Kirby & The Amazing Mirror Hidden Door 1.png
Carrot Castle 00 AA Kirby & The Amazing Mirror Hidden Door 2.png
Radish Ruins 02 6D Kirby & The Amazing Mirror Hidden Door 3.png
Radish Ruins 02 5D Kirby & The Amazing Mirror Hidden Door 4.png Kirby & The Amazing Mirror Hidden Door 5.png
Radish Ruins 02 59 Kirby & The Amazing Mirror Hidden Door 6.png Kirby & The Amazing Mirror Hidden Door 7.png
Radish Ruins 02 5E Kirby & The Amazing Mirror Hidden Door 10.png Kirby & The Amazing Mirror Hidden Door 11.png
Radish Ruins 02 5C Kirby & The Amazing Mirror Hidden Door 12.png Kirby & The Amazing Mirror Hidden Door 13.png

Kirby & The Amazing Mirror Hidden Door 14.png Kirby & The Amazing Mirror Hidden Door 15.png

Radish Ruins 02 60 Kirby & The Amazing Mirror Hidden Door 22.png
Radish Ruins 02 63 Kirby & The Amazing Mirror Hidden Door 16.png Kirby & The Amazing Mirror Hidden Door 17.png
Radish Ruins 02 5B Kirby & The Amazing Mirror Hidden Door 18.png Kirby & The Amazing Mirror Hidden Door 19.png
Radish Ruins 02 6F Kirby & The Amazing Mirror Hidden Door 20.png Kirby & The Amazing Mirror Hidden Door 21.png
(Source: Vyroz)

Development Text

Strings relating to the development process.

Debug Text

This whole patch of devtext can be located at 00369A64 in the Japanese version, 0038F29C in the European version, and 003852F0 in the US version. The text appears to be related to a deleted debug menu of sorts. The prototype also has this text and more.

kbydead boss_kyotu boss_mid ply_5 ply_2 ply_1 start_st Non takara tobira_F2 tobira_F1 switch koware1 keitai_tyak keitai_coal kettei select pause kbydead_FGM kaifuku oneup item king_goalem king_tataki b_boss_flash b_boss_exp cat_fireboal cat_atk m_boss_flash m_boss_kizetu m_boss_damage1 m_boss_exp birug_hakidashi birug_nomikomi gleat_tyakuti heavynight_sword ditshi_apper dittshi_jab syuty_shot foaly_bombnage apper_apper roal_kabe roal_start bress__dosin_s zako_shot_zo1 zako_jump1 zako_spark1 zako_fire1 zako_shot1 zako_tobitachi zako_dead_ice zako_bomb hit_2 hit_1 dmg_swordhit dmg_cutterhit dmg_icehit zakodamage1 zakodead_S1 zakodead3 zakodead2 zakodead1 kby_crash60 kby_moon_kick kby_spin_kick kby_riging kby_mega_pshot kby_pshot2 kby_pshot1 kby_pshot_tame3 kby_pshot_tame2 kby_pshot_tame1 kby_sky_kick kby_spike_panch kby_kick kby_panch kby_sword_final kby_sword_mijin2 kby_sword_mijin1 kby_sword40_2 kby_sword40_1  kby_hammerhit3 kby_tornado kby_hammerhit2 kby_fire_oni2 kby_fire_oni1 kby_hammeratari kby_hammerhit1 kby_hammerfuri2 kby_hammerfuri1 kby_tornado2 kby_tornado1 kby_spark_loop kby_ufo_tamekiri kby_ufo_nori kby_ufo_hane kby_ufo_lazer4 kby_ufo_lazer3 kby_ufo_lazer2 kby_ufo_lazer1 kby_ufo_tame4 kby_ufo_tame3 kby_ufo_tame2 kby_ufo_tame1 kby_hi_jump kby_lazerkabe20 kby_lazer50 kby_sleep2 kby_sleep1 kby_slowhit kby_slownage kby_slowcatch kby_korogari_2 kby_stone_2 kby_stone_1 kby_lazer kby_cutter kby_parasol kby_wheelbrake kby_wheel_loop kby_dokan kby_burnin_loop kby_icecube_osi kby_ice_loop kby_fire_loop not sound kby_toridashi kby_suikomi_loop kby_humi_jump kby_korogari_1 kby_tobitati kby_sinisou kby_tyuu kby_starhane kby_hosidasi kby_mizuoti kby_mizuhaki kby_hoshiware kby_ori kby_nobori kby_dmg_fire4 kby_dmg_fire3 kby_dmg_fire2 kby_dmg_fire1 kby_dmg_ice kby_oyogi_2 kby_oyogi_1 kby_brake kby_sliding kby_dash kby_rakka kby_habataki kby_airshot kby_nomikomi kby_dmg_3 kby_dmg_2 kby_dmg_1 kby_nouryoku kby_tyakuti kby_starshot_2 kby_starshot_1 kby_hoobari kby_suikomi kby_jump
(Source: Vyroz)

Nintendo SRAM

Located at 0xD60864:


Build Dates

Located at F87AF0 in the Japanese version, F32D94 in the US version, F4026C in the European version and A2BF78 in the prototype. The Japan Revision 1 version, the Japan Virtual Console version and the USA Virtual Console version do not differ from their "parent" versions.

Prototype Europe USA Japan
Mon Dec 29 19:37:23  2003
Mon Apr 19 20:21:54  2004
Mon Apr 12 19:58:05  2004
Tue Mar  2 02:08:54  2004

Possibly Cut Graphics

Example of the glitch with Parasol.

When Kirby is transported to Dark Mind's last phase, any ability that he had on him will be removed immediately. Thanks to glitches, however, it's possible to keep the abilities of the other Kirbys. To do so, Kirby must call his friends when the screen is almost fully red after defeating Dark Mind's core. This will result in the Kirbys being able to move around the cutscene where Dark Mind escapes, and conserve the ability when the final fight begins. There's a side effect to all of this, as the ability hats (or parasol, in the case of Parasol Kirby) of the Kirbys will just stay floating beside the Warp Star. However, there is one ability who has a unique effect: Missile.

The glitch with Missile.

Missile is the only ability that has a unique sprite when riding the Warp Star. It's identical to one of his sprites when climbing a ladder, but it's located at a different spot in the ROM. While the ladder sprite is located at 005B5D18, this one is located at 005B9458. Missile, unlike other abilities, doesn't have separate sprites for his hat.

Other abilities who have their hats and base sprites as one, such as Cupid, Hammer, Fighter, and Throw, will crash the game if this glitch is attempted with them. This most likely means that the game is trying to load graphics that no longer exist for these abilities. As for abilities that have their hats separate, they could be loading their default hat sprite due to the game being unsuccessful at finding the correct graphic.

All of this indicates that, at one point, every ability was planned to have a special graphic/hat for the Warp Star ride at the final fight, but for unknown circumstances, they were cut.

Kirby & The Amazing Mirror Unused Missilie Sprite.png

(Discovery: Mugg1991)

Dark Mind Glitch and Unused Hit Counter Behavior

Kirby & The Amazing Mirror Dark Mind Glitch.gif

An EXTREMELY rare Glitch can occur at the last Dark Mind fight that causes a softlock. It can happen randomly, and there are no clear requirements for it.

During the post-credits scene, Dark Mind has an absurdly low chance of simply not dying. The player can keep hitting him, but he will never explode. This unfortunate event can at least let us see some unused behavior from the hit counter. If the player is patient enough to surpass 999 hits to Dark Mind's core... ...the counter just resets to 000 hits. Cool.

(Source: Vyroz)

Revisional Differences

  • The Virtual Console release reduced the flashing lights that appears when defeating a boss, as part of Nintendo's newer policies in order to avoid causing epileptic seizures.
  • As stated above, the Virtual Console release removed the multiplayer functionality.


  • Despite what the lives counter would have us believe, the game actually caps lives at 255 instead of 99.
  • For some reason, there's a duplicate of the Crackity Hack theme selectable as the 39th track in the Sound Test. For reference, the used version is track 27.