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Proto:Kirby and the Amazing Mirror

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This page details one or more prototype versions of Kirby and the Amazing Mirror.

This prototype popped out of nowhere on December 2011. According to the build date, this prototype was compiled on December 29, 2003 - 3 months and 17 days before the game's Japanese release. Nobody knows if it has been dumped from a GBA cartridge, but there is an identical (byte-for-byte) version in the GameCube Japanese Interactive Multi-Game Demo Disc - May 2004.

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: translate the early ability descriptions
Download.png Download Kirby and the Amazing Mirror prototype
File: KirbyAmazingMirror-GBA-Proto.7z (3.0 MB) (info)


Title Screen

Prototype Final
KirbyAmazingMirrorTitleBeta.png KirbyAmazingMirror-TitleOfficial.png

The title logo was completely redone. Furigana was also added below the game title's kanji.

Mirror Gate

Prototype Final
KirbyAmazingMirror-MirrorGateBeta.png KirbyAmazingMirror-MirrorGateOfficial.png

The lines surrounding the star have been removed from the final version. It's otherwise identical.

Rainbow Route's Background

Prototype Final
KatamProto RR-Background.png KatamRelease RR-Background.png

The background in Rainbow Roads has been given some slight refinements.

Rainbow Route's Mirror

Prototype Final
KirbyAmazingMirrorRainbowDoorProto.png KirbyAmazingMirrorRainbowDoorFinal.png

The mirror itself is one pixel lower in the prototype.

Peppermint Palace Mirror

Although unused in the prototype, the other areas' mirrors are present in the tileset. It seems Peppermint Palace's mirror graphics were interchanged - The cave version was once supposed to be shown in the hub room, instead of the palace version. Additionally, the cave version has been mirrored for the final game.

Proto Final
Peppermint Palace
first gate
KatamProto PeppermintPalace FirstGate.png KatamFinal PeppermintPalace FirstGate.png
Peppermint Palace
second gate
Unknown if it exists. KatamFinal PeppermintPalace SecondGate.png

Cell Phone

Prototype Final
KirbyAmazingMirror-PhoneBeta.png KirbyAmazingMirror-PhoneOfficial.png

The black button became red and the antenna is slightly more visible.

Signal Waves

Prototype Final
KirbyAmazingMirror-CallingDemo.gif KirbyAmazingMirror-CallingFinal.gif

There are no waves emerging from the antenna in the prototype. Kirby's animation for this is also slightly slower than it is in the final.

Demo Completion Screen

Will be out in March 2004!! See you!!

After defeating the King Golem boss and watching the ensuing cutscene, this screen - advertising the game's release in March 2004 - is shown and the game returns to the title screen. The same also occurs if you game over.

World Map

Prototype Final
KirbyAmazingMirrorWorldMapProto.png KirbyAmazingMirrorWorldMapFinal.png

Though only viewable when the one present switch is pressed, the colors of the world map are much brighter in the prototype. As may be expected, the locations for other areas are not present.


Shadow Kirby


The sound that plays when encountering Shadow Kirby is different.


  • An "enemy inhaled" sound effect is present in both the previous game and the prototype, but absent in Amazing Mirror's final version. It is still used by some enemies, though.
  • When copying an ability, the "ability get" sound effect plays right away in the prototype. The final game added a "swallow" sound that plays before it.
  • The Fire and Spark ability's sounds can be interrupted by certain other sound effects in the prototype. They cannot be interrupted in the final game.
  • Pausing doesn't have a sound effect in the prototype.
  • The "enter door" sound seems to play twice in quick succession in the prototype, as opposed to once in the final game.
  • The ability roulette doesn't have the beeping sound effect in the prototype.
  • After beating King Golem, the hub room theme starts playing on the prototype version. This theme has been replaced by a unique theme in the final version. Also, there is no sound effect when acquiring the mirror shard on the prototype, as opposed to the final version which makes a normal "item get" sound.

Enemies and Objects

Generally speaking, about half of the objects and enemies are present, of which some, but not all, are shown during the prototype game. The following listed enemies and objects exist in the prototype; the ones in red appear to be unused.

Enemies Items Objects
Waddle Dee
Bronto Burt
Big Waddle Dee
Waddle Doo
Hot Head
Laser Ball
Sir Kibble
Sword Knight
Heavy Knight
Mr. Frosty
King Golem
Energy Drink
Maxim Tomato
Mirror Shard
Small Button
Large Button
Small Fire
Mirror (door)
Triggered Vertical Sliding Door
Mirror to random boss (Boss Endurance)
Stone Block
Large Stone Block
Star Platform
Left Facing Flame
Small Chest
Large Chest
Warpstar to next room
Warpstar (bonus game)
Kirby Cannon
Manual 8 Directional Kirby Cannon
Master Sword (cannot be collected)

Since the object and enemy IDs in almost all cases match with the ones used in the final game, it seems the developers had mostly finished planning which enemies and objects they were going to implement. There was early work started on things like Boss Endurance and the Warpstar bonus game.

Whether they had planned for things like the Banana Peel or enemies like Master Hand to be in the game at the time remains a mystery, though.


Available Abilities

Only the following abilities can be acquired:

  • Wheel, Beam, Bomb, Cupid, Cutter, Fighter, Fire, Ice, Laser, Parasol, Spark, Stone and Sword.

Wheel doesn't show up in the ability roulette but can be acquired from a rolling Golem (in the King Golem battle). There are several differences in the abilities present, compared to the final game.


Fighter is slightly different than what it is in the final.

Prototype Final
KirbyAmazingMirrorFighterProto.png KirbyAmazingMirrorFighterFinal.png

In the prototype, the standard B attack in the air is the downward kick; in the final, this move was changed to ↓+B, and the B attack was changed to the ←/→+B on ground, but with less momentum.

Prototype Final
KirbyAmazingMirrorFighterProto2.png KirbyAmazingMirrorFighterFinal2.png

The ←/→+B in air attack was also given much less momentum in the final.

  • The ↑+B uppercut has a different sound effect
  • The lowest charge of the (hold)B Hadouken is faster in the prototype; charged and low-health shots are same.


  • Bombs can be thrown faster in the prototype.
  • A held bomb explodes faster in the prototype.


  • The slashing combo takes slightly longer to start in the prototype.
  • You can't go into the multi-hit ground combo (after the first slash) as quick as you can on the final version.
  • Sword Kirby's sound effect when doing the spinning attack in the air is cut off.


Prototype Final
KirbyAmazingMirror-StoneDemo.png KirbyAmazingMirror-StoneFinal.png

Stone Kirby in stone form was pinker in the prototype version.

  • After using Stone, the game adjusts your angle to 0° or 180° in the final version, but not in the prototype.
  • When Kirby is going into Stone form while running, he gets a little speed boost, making him roll further.
  • When Kirby is grounded and turns from Stone back to normal, he bounces lower in the prototype than he does in the final game.


Prototype Final
Kirbyamazingmirror-demoSpark.gif Kirbyamazingmirror-FinalSpark.gif

The diadem and spark hair got brightened and refined for the final release.



In the prototype, the Cutter Boomerang falls all the way off the screen when it hits a wall; in the final, it dissipates almost immediately.


When driving through enemies, the game uses "punching" sound effects that would later be used for the Fighter ability.

Unavailable Abilities

The following abilities cannot be acquired outside of memory editing:

  • Burn, Throw, Sleep, Cook, UFO, Tornado, Magic, Smash, Mini, Crash, Missile and Master.

These abilities are mostly unfinished.


Prototype Final
KirbyAmazingMirrorMasterProto.gif KirbyAmazingMirrorMasterFinal.gif
Prototype Final
KirbyAmazingMirrorMasterIconProto.png KirbyAmazingMirrorMasterIconFinal.png
Prototype Final
KirbyAmazingMirrorMasterMapProto.png KirbyAmazingMirrorMasterMapFinal.png

Master Kirby has Sword's hat in the prototype. Additionally, the jewel in the hilt is green in the prototype, but red in the final.

Pause Screen

Early sketches of the instructions and ability descriptions displayed on the pause screen exist in the prototype. These can only be accessed by editing your current ability at 02020DFF and then pausing. Despite some of these versions going unused in Amazing Mirror, finalized versions of these sketches had already been showcased in the preceding game Nightmare in Dream Land.

To do:
Add missing description screens (Japanese Amazing Mirror and Japanese Kirby Nightmare in Dream Land)

Early Pause Screen (No Ability)

Prototype (Early) Prototype (Final) & Release Kirby Nightmare in Dream Land
KatamProto 1F EarlyPauseScreen.png

Suck in an enemy, duck down, and you're able to copy their ability!
Suck in different enemies and learn how to use all the different abilities!
KatamProto 00 finalPauseScreen.png

Early Ability Descriptions

Prototype (Early) Prototype (Final) & Release Kirby Nightmare in Dream Land

This is pretty hot.

Freeze enemies and fling them away!
Ugh... it's so COLD.

A tackle wrapped in flames!
Can't stop!
Won't stop!

Ride like the wind out on the circuit.
Fast. Way too fast!

The sun shines
The parasol thrusts
Go for a walk
Protect from enemies
Float as you fall

This one is structured as poetry, with the first three lines forming a haiku. The first two lines also play on さして being the verb for both sun rays beaming down and pointing or thrusting something.

Cutter Boomerang!
kattaa buumeran (カッター ブーメラン!)
KatamProto 06 finalCutterDescription.png

The release version doesn't use any text.
KirbyNiDL CutterDescription.png

The beam that bends like a whip!
Anyway, beam!
Beam! Beam! Beam!

If you become a stone, hey! You're invincible!
Push from above, hey! You're awesome!
KatamProto 08 finalStoneDescription.png

This is onomatopoeia for a bomb ticking down and then exploding, with the smaller text below being the echo effect.
hyururururu (ヒュルルルル)

dookan (ドカーン!)


Try throwing the enemy immediately!
Change the throwing direction!

Delicious! Surely delicious!
Cook something good for you.
KatamProto 0C finalCookDescription.png

Optical weapon loaded
There's a rumor
that if you hit a slope,
the direction changes.

You are lucky to have been able to copy this!

Learn to use four abilities that are based on how long you hold the button!


Onomatopoeia for electricity or sparks repeated over and over.

Spin. Spin.
Spin spin spin

Go with a bam-bam!
You can hit posts too, and areas you can't destroy except with a hammer.
KatamProto 11 finalHammerDescription.png
KirbyNiDL HammerDescription.png

The fallen angel arrives!
KatamProto 13 finalCupidDescription.png

Power shot! Moonsault
Rising upper!! Kick
Mega power shot!!

Moonsault seems to be a popular Japanese wrestling move.

Here it is.
Hand Power.
...You can only do it once.
KatamProto 15 finalMagicDescription.png

Explosion! Smash brothers fist!

Oh that's strange. Become small
and thin passages are no problem!
KatamProto 17 finalMiniDescription.png

Warning: final weapon in control!

Wherever you are I'll chase you down!!

The first bit could also mean "Wherever it is, I'll chase it down".
KatamProto 19 finalMissileDescription.png

It's a BONUS
Prototype (Early) Prototype (Final) Release Kirby Nightmare in Dream Land
KatamProto 12 finalSwordDescription.png
KatamRelease 12 SwordDescription.png
KatamProto 0B finalSleepDescription.png

The final version in the prototype had a graphical glitch...
KatamRelease 0B SleepDescription.png

... which was fixed for the release version. The color of the Do Not Disturb text was changed to red.



Escaped (dead)
I knew it was impossible..
Something came out

げだつ means to escape one's bonds or pull through a situation and ポア (Phowa) is a Buddhist concept of transferring consciousness that can be associated with death. Overall it's a fancy way of describing Kirby dying... which seems to be in line with the picture. It could be that this picture was made as a pause screen for when you were dead, but like all other Kirby games, as you aren't normally able to pause when you die, this was scrapped as early as this proto because of that it would never get used in normal conditions. Interestingly, a Ghost ability did make an appearance in the game's sequel.

Level Design

To do:
Add proper stage maps. Properly list changes, accompany with images

Rainbow Route

The penultimate room of Rainbow Route is different in the prototype; a long horizontal room instead of a vertical room. It is no longer present in the final game.

Shadow Kirby Room

As long as Shadow Kirby hasn't disappeared, you won't be able to descend into the pit on the left side of the room. This has been fixed in the final game by moving the screen to the right, so there is no pit to fall into.

Moonlight Mansion

Prototype Final
KirbyAmazingMirrorSwitchRoomProto.png KirbyAmazingMirrorSwitchRoomFinal.png

The switch remains after being pressed in the prototype; it disappears after being pressed in the final. The left door is closed off in the prototype, and the ability trophies are not yet present.

Prototype Final
KirbyAmazingMirrorHallwayProto.png KirbyAmazingMirrorHallwayFinal.png

The background used in this room is surprisingly more fitting in the prototype. It may have been changed so that the bosses in the background could only be seen in the hallway before the boss itself, which was not present yet.

Prototype Final
KirbyAmazingMirrorGolemProto.png KirbyAmazingMirrorGolemFinal.png

This Golem activates when approached from the right in the prototype; it activates from the left in the final. The switch below is also not present.

King Golem Room

King Golem is located a few pixels further to the right and the ground is lower in the prototype.


Prototype Final
RainbowRouteChestBeta.png RainbowRouteChestFinal.png

This chest with a cherry inside is replaced by a standalone cherry in the final. Probably removed since it would be much more convenient to just get the food rather than watch the chest animation.

In other places, the prototype lacks some chests that the final game has.


  • Enemy types and placement has been changed a lot, between the prototype and final.

Other Differences

Missing Features

  • Intro sequence, save game selection and game mode selection are absent.
  • Map screen, Area name and area ID display are absent.
  • Pressing L to warp out of a level doesn't work. It behaves like R instead, calling the other Kirbys.


  • You can inhale infinitely. In the final game, Kirby stops and coughes after a while.
  • Getting hit does not stop the inhaling process. Objects and enemies that have been fetched by Kirby's inhaling will continue to fly towards him after he has been hit. In the final version, when Kirby is hit, the fetched enemies will instantly die, instead.
  • When inhaling food or items, Kirby isn't stuck like he is in the final game. He can stop inhaling and move, while the food continues to fly towards him.
  • Unpausing takes slightly longer in the prototype.
  • To unpause, you have to press A in the prototype as opposed to Start in the final version. Pressing B works on both versions.
  • Kirby jumps about 5 pixels less high compared to the final game.
  • Crouching makes the camera scroll down much sooner.
  • After Kirby lands with horizontal speed, he walks a bit further in the prototype. In the final game, he stops almost immediately.
  • When running and letting go of arrow keys, Kirby switches to walking in the prototype. In the final game, he keeps running for a short while.
  • When Kirby keeps getting hit and repeatedly loses his ability, his ability star moves away quicker in the final version. This behavior isn't present in the prototype.
  • When starting to float, Kirby can cancel into using his ability or inhaling, in the final game. This feature isn't present in the prototype.
  • Shadow Kirby can be inhaled immediately, whereas he behaves like a heavy enemy in the final game.
  • Shadow Kirby doesn't drop anything on death, but he drops a Maxim Tomato, 1-Up or Lollipop in the final game.
  • Shadow Kirby doesn't reappear if you redo the room. He does reappear in the final version.
  • CPU-Kirbys can inhale your ditched ability star. In the final game, they can't, making it easier for players to try and retrieve their lost ability.
  • CPU-Kirbys will keep following you through the rooms persistently. They leave you alone more easily in the final game.
  • CPU-Kirbys can't grab the Warpstar. In the final version, they can.
  • The game's wall-ejection behavior appears to work slightly differently.
  • When opening a chest, the acquired item is shown slightly longer in the prototype.


  • When airborne, Kirby is placed about 6 pixels lower than on the final version. As a result, his sprite can reach partially inside the floor before Kirby gets grounded. It looks like the correlation between his sprite and hitbox is different.
  • Kirby's animation when airborne and on the ground is different; it is more still in the final version.
  • Some door graphics are different.
  • The mirror shard from King Golem doesn't have a blue flashing light. Neither does the Kirby victory dance or the Moonlight Mansion mirror that appears after pressing the button.
  • Kirby's facing direction after entering a room differs in some rooms.


  • There are minor graphical bugs with the arrows pointing at offscreen Kirbys, as well as with the mini Kirby icons in the top left of the screen.
  • A bug with enemies' invincibility periods: when Kirby, after getting hit, touches an enemy, the enemy gets hit every frame. However, if Kirby ate an Invincibility Lollipop, the enemy's invincibility period works normally.
  • Ability Stars can continue bouncing after falling into pits, sometimes enabling them to get stuck in the ground. This was fixed in the final game where Ability Stars break as soon as they fall far enough into a pit.
  • A minor graphical bug with the ability roulette: the ability display is graphically glitched for one frame, then intact for three frames. In the final version, the display is never glitched.
  • There's a minor graphical bug with falling Parasol Waddle Dee.
  • Stone Kirby as a stone can fall through a Warpstar. In the final version, he detransforms and grabs the Warpstar.
  • Kirby is noticeably invisible for a brief moment after entering a room.
  • There's a rare glitch where swallowing an ability may cause enemies on the screen to zip horizontally across the room very quickly.
  • There's a glitch in the room before King Golem where a sword-wielding enemy will try to deflect your puff of air even when you aren't anywhere near him nor exhaling.
  • CPU-Kirbys can enter a Cannon, which makes them turn into Pink Kirbys and stop acting. In the final version, CPU-Kirbys are disabled from entering Cannons.

Development Text

Build Date

Similar to the build dates in each of the retail versions of the game, this version's build date can be found at 0xA2BF78 in the ROM:

Mon Dec 29 19:37:23  2003