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Talk:Kirby's Adventure

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Unused Song

Doesn't seem like anyone has uploaded the unused song yet, so here it is: http://www.sendspace.com/file/ybfslf - SMA4Fan1 11:59, 9th December, 2013

Unused Ability

I think it's more likely that with the sprites provided this was an end-of-level Kirby sequence that was scrapped. Just sayin' --Sonicandtails 19:16, 15 February 2010 (EST)

I made an account just to say this. I know I have seen it before as some kind of random finishing move. (if this is not the place to reply, sorry for my noobishness)The preceding unsigned comment was added by Pipes (talk • contribs)

Version Differences

I've noticed some more version differences from playing the 3DS remake while watching footage of someone play it on the NES, which I think may be differences between the two English NES versions released (or perhaps between those and the French version). The first one I noticed which should be easy to check for, is that in the 3DS port when I hit a switch, the door for the level I was in would be white while it showed the level hub demonstrating what had been unlocked - however, when I finish the level, it's brown again but then turns white right after. In the videos I was watching, the doors remained brown once the switch had been hit and it was showing what had been unlocked, and didn't appear white at all until after the level was completed. Although this might have only been a difference between the 3DS and the original versions, since the 3DS one saves as soon as you hit the switch while the others may require you to complete the level.

The other difference was just at one secret part of one level (I forget which), I noticed that when I entered it, it placed me right at the door, but when the person who was doing the guide entered it put him on the far right of the screen nowhere near the door. Hope this helps if you're looking for more differences.

Collision Bug

Should the collision bug be in the article? Unless the glitch was removed in another version, it is not wiki material. We don't cover glitches. --Chpexo (talk) 19:50, 31 August 2013 (EDT)

HAL Zone

Could this be an easter egg? Reason I'm saying this is because HAL Labs would probably know about the sprite overload glitch and put it there for people to find. I mean, why else would it be there? --Vectrex (talk) 19:30, 2 December 2013 (EST)

I assumed it was done as a safeguard against the sprite overload thing, just because it was probably the easiest solution possible that didn't involve removing enemies from the level (since it still lets you exit the area like normal anyway :P) --Devin (talk) 19:37, 2 December 2013 (EST)
That seems like a good explanation.'Oh-noez!Teh warp star went without meh!Oh, look another part of the level!'. Also, is this possible on the 3ds version of the game? I could test, as I have that version. --Vectrex (talk) 21:08, 3 December 2013 (EST)
Ok, just tried the HAL zone glitch, and it works, but maybe it is intentional? I mean, the 3DS is very powerful, and I don't notice any slowdown when performing this, so maybe it's just there for nostalga in the 3ds remake? --Vectrex (talk) 21:17, 3 December 2013 (EST)

Personal notes on the version differences

I'm leaving this here because I don't really know where to write the actual changes in the article without heavily rewritting parts of it, and I'm not sure how to go over doing that myself.

(Also this isn't actually made for being pasted as-is either, it's just a (cleaned) compilation of notes I took for myself.)


There are seven different NES releases: Japan, USA PRG0, Canada, USA PRG1, and the PAL ones (English, Germany, and France).

(I have not compared the Virtual Console releases, unfortunately. The 3DS release I'd say is a different game altogether.)

The biggest and most notable difference is that the save file format had been changed from PRG0 to PRG1 and the two are incompatible:

Save file compatibility

  • Japanese, USA PRG0, and Canadian versions are compatible with each other.
  • USA PRG1 and the PAL releases are compatible with each other.

However many changes don't really fit in simply being separated in these two groups.

"Cannon" icon

This icon goes unused in the Japanese, PRG0 and PRG1 versions. It is fixed so it shows up in the Canadian version, and also in all PAL releases.

Kracko can't be defeated with freezing attacks

This is a somewhat obscure glitch (which is also present against Heavy Mole in all versions), in where a freezing attack, while able to cause damage, will not be able to actually defeat Kracko after its HP is reduced to 0. This only affects Ice and Freeze abilities dealing direct damage. Because it doesn't affect the ice cubes, the two bosses can still be defeated anyways.

This is present in the Japanese and USA PRG0 versions.

Healing after Heavy Mole

This only happens in the Japanese version. Being warped to the room with the Star Rod piece heals you, accidentally decreasing the difficulty of the Boss Rush.

Modified font

Besides the usual graphical/text changes you'd expect from localization, the Canadian and French versions actually use a completely redrawn uppercase font.

Sound test and different music

Some songs in the sound test (including the KDL's title screen theme) are replaced by percussion tracks in the PAL versions, and the music is a bit different. --ReimuHakurei (talk) 21:49, 14 January 2014 (EST)

Unused Museum Hammer ID enemy

So.... while working on a romhack for Kirby's Adventure I stumbled into something interesting when loading a specific sprite bank + the unused Museum Hammer enemy (Object: EB)

A gif I composed showing the enemy off

When you load the sprite bank EE (the bank that contains the sprites for the Meta Army), and you load the unused Hammer enemy (EB); you get this as a result. It has a completed animation alongside its weapon (loading the same sprite bank with an enemy that share its slot, like Broom Hatter won't show the mace in hand)

This makes me think the Meta Army were supposed to be able to give abilities to Kirby once inhaled, with Mace Knight giving Hammer being our only remnant of this. Additionally, the Museum of Orange Ocean (Level 6) has tilesets to allow the Hammer ability icon to be displayed there, loaded alongside the Wheel icon (Museum with Hammer = Tile Graphics: 35; Banks: E2, 42-45)

Just something I wanted to share, which would be worth bringing up in the page. No more modifying was made to the rom, and you can try this out yourself with the KALE level editor for Kirby's Adventure) --Kirb-Star99 (talk) 20:07, 6 November 2020 (UTC)

I found Mini-Kirby using the 255-Use Mike Glitch, I can put it into the page?

Mini-Kirby at the top

The preceding unsigned comment was added by Crystal (talk • contribs) 04:24, 19 July 2022 (UTC)