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User:D3x/Sandbox/the third one

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Model Animations

A ton of characters have some animations included in their files that all go unused for obvious reasons. These animations, for most characters, make them rapidly cycle through their face expressions. The animations are named "Model" and with a few exceptions such as every playable Kirby, Bandana Waddle Dee, and Armor Halcandle Dee, are PAT animations rather than CHR animations. Some of those animations also use expressions that go unused in-game.

Playable Characters

The "Model" animations of all of the Kirby colors and Bandana Waddle Dee, like stated before, strangely are CHR animations instead of PAT animations. Strangely, Bandana Waddle Dee's lasts significantly longer than Kirby's, even if he has less expressions overall. All of "Model" animations are also stored in the characters' base folder rather than their motion files. King Dedede and Landia (Playable), on the other hand, don't have "Model" animations due to their eyelids being modeled instead of textured combined with how they have only one eye textures for each of their models.

Enemies

Mid-Bosses

Bosses

Miscellaneous Characters

Kirby

Normal

Kirby has a ton of unused animations in his motion files. Some of which were used in later games such as the "StandReady" animations. Balance and its few other variations all go unused as well. Kirby's "Slope" animations don't have start animations unlike the slope aniamtions of the enemies, which said animations also go unused for the enemies. Kirby also has a bunch of animations beginning with "Have". all of which except for "HaveTwoHand" go unused.

Beam

Beam has several unused animations as well for moves that are not in any other game. These animations are either earlier versions of the ones used for attacks that appear in-game or are for attacks that straight up go unused! The animation "default20" seems to be a complete version of an also unused set of animations named "BeamPutOut" while the "BeamAttackAir" ones seem to either be animations for another unused attack or an early version of Revolution Beam.

Not only Beam has unused animations for Kirby, but also the stick for Beam as well! Interestingly, the animation that corresponds to "default20" is instead named "default21" rather than being named the same as the animation it corresponds to like the others are.

Bomb

Ninja

Sleep

RTDLSleepKirbyAbilityGet.gif

Sleep has one unused animation named AbilityGet, where Kirby briefly yawns when getting the ability. Since Kirby's expression doesn't change, this animation appears to have been left unfinished.

Spear

Spear Kirby has a few unused animations for a "HorizontalAttack" that goes unused in-game as well as a "Reset" animation that is also found in Beam, but with slightly different positioned arms, that also goes unused as well.

Like with Beam, Spear also has the unused animations for its weapon (a spear obviously) as well!

Stone

StoneAbilityGetRtDL.gif

Stone, like Sleep also only has one unused animation which is also named AbilityGet. Kirby also disappears in the animation, which is most likely due to transforming.

Tornado

Other Playable Characters

Meta Knight

Meta Knight's animation files contain an early version of one of his idle animations called Wait5OLD, where he then sits…

Click to animate.

Meta Knight also has 6 other animations called SodoryAttack, SodoryAttackAir, SodoryAttackAirEnd, SodoryAttackAirStart SodoryAttackEnd and SodoryAttackStart. These animations have him performing really strange motions, such as doing Galacta Knight's "freed" animation repeatedly, or not moving for absurdly long times until repeating Galacta Knight's animation once again. These animations have extremely long durations, with one, which being SodoryAttackAirEnd even lasting a whopping 1283 frames. It's also worth noting that Sodory is a sword-like enemy in the game, but it's unknown why these animations all have Sodory in their names.

You might want to click on each animation to view them due to their length preventing them from being previewed by the wiki.

King Dedede

The king himself has 2 unused animations. The first animation is called WheelHammerSwim and it consists of him doing an Underwater Wheel attack that is otherwise impossible to perform in the final game due to him simply attacking by swinging his hammer in front of him. The second one is named TopL and it's a modified copy of his animation when riding Landia, but with extra frames of doing absolutely nothing!

Bandana Waddle Dee

Not only Spear Kirby has unused animations for a "HorizontalAttack" that goes unused in-game, Bandana Waddle Dee too, also has animations for said "HorizontalAttack", along with a "Reset" animation that also goes unused.

Enemies

Bronto Burt

Broom Hatter

Inside Broom Hatter's files, there are sliding animations which all go unused, as well as an idle animation, which also goes unused as they are almost always in motion, which therefore results in the animation also being unused. Their idle (Wait) animation, though is assigned to an also unused idle behavior that can be activated in-game by editing the properties.

Chilly

Inside Chilly's files, there are unused jumping animations and an early, unused version of the idle animation, just named Wait, the used one is named Wait2. All of said animations can be seen in footage for the cancelled Kirby for Nintendo GameCube for when he's a helper.

Como

Como has a few unused animations, which being an attacking animation and an animation with a single frame, named "Reset" where it detaches from its spinnerets.

Dubior Jr.

Inside Dubior Jr.'s files, there is another damage animation named "Damage" that due to Dubior Jr. immediately perishing when attacked, goes unused. Only "DamageEtc" out of their 2 damage animations is used in-game.

Halcandle Dee

Kabu

Kabu has animations for warping, which it doesn't do in this game, but does do in some other games.

Needlous

RTDLNeedlousWaitUnused.gif

Needlous has an idle animation named Wait which goes unused in-game. This is because Needlous is always in nonstop motion, which therefore results in the animation being unused.

Noddy

RTDLNoddyWalkUnused.gif

Noddy has a walking animation found in their files named Move that goes unused as Noddy doesn’t walk in-game at all. The last time they have walked was in Kirby Super Star Ultra before this.

Sir Kibble

RTDLSirKibbleWalkUnused.gif

Sir Kibble has a walking animation named Walk found in his files which goes unused in-game as he never walks at all in this game.

Scarfy

Scarfy, for some reason has jumping and falling animations in its files that go unused, as they would be redundant for obvious reasons.

Tick

RTDLTickMoveUnused.gif

Tick has a moving animation just named Move, which along with the expression used for it, all go unused as Tick doesn't move in this game, but does in games like Kirby's Dream Land 3 and Kirby 64: The Crystal Shards.

Totenga

RTDLTotengaAttackUnused.gif

Totenga has an attacking animation, unsurprisingly named Attack, which goes unused as Totenga never uses any attacks in-game, rendering this unused.

Waddle Dee

Walky

RTDLWalkyJumpJamp.gif

Walky has an unused jumping animation, which funny enough has a misspelt name of "Jamp" instead of "Jump" being its name.

Mid-Bosses

Dubior

Gigant Edge

Kibble Blade


Bosses

Metal General

Traitor Magolor

Magolor's first form as a boss, officially known as Traitor Magolor has 2 animations for a tackle attack, which go unused as said tackle attack doesn't appear in-game.

Miscallaneous

Invincible Candy

KRTDL InvincibleCandy MainAnim.gif

The Invincible Candy has an aninmation named Main where the star slowly tilts a bit side to side, which goes unused as said star never spins in-game at all! A similar animation for the Invincible Candy, but of a faster speed can be found in the files of Kirby: Triple Deluxe, where it also goes unused.

aaa

Oddities

  • Some brstm files are headed with "KbyW", "Kby" or "ST_KBYW/ST_KbyW" while others are headed with "IUK" combined with the presence of a "KbyF" prefix in some of Kirby's Epic Yarn's music may hint at "KbyW" being the third cancelled prototype game.
  • "Beyond the Hill"'s filename, ST_IUK_KBYW_CANYON1.brstm, implies it was meant to be used in a canyon stage, where in the final game, it's never used in.
  • The filename of "Raisin Ruins", the hub theme for Raisin Ruins, is IUK_FISH1.brstm, which suggests it was originally going to have a water-related purpose in mind.
  • "Perfect Sledding Weather", the theme for the fourth stage of White Wafers, is calledST_KBYW_CACTUS1.brstm internally. This, along with its upbeat Western theme, implies that it was intended for a desert stage.
  • ST_KbyW_COLD1.brstm is a wintry-sounding song that would fit right into a ice-themed stage, but is instead used as the hub stage theme for Nutty Noon, the sky world.
  • "Pressure Panic"'s internal filename is KbyW_BOSS_TYU2.brstm, implying that at one point it was a mid-boss theme. ("tyu" is an alternate Romanization of "chuu", referring to 中ボス chuu-boss, a Japanese term for mid-bosses.)
  • "Guardian Angel: Landia" is referred to as a stage theme in its filename, ST_IUK_KAZAN1.brstm. It might have been an early stage theme for Dangerous Dinner, as "Kazan" is Japanese for Volcano.
  • st_halberd.brstm is "Fly, Kirby!", the theme of Another Dimension. The famous Halberd is nowhere in the final game, but a pre-release trailer for the GameCube Kirby game showed that the Halberd was intended to appear in said game, likely indicating the song name as a leftover. (This also serves to explain why the "Triumphant Return" riff from Kirby Super Star is in the song.)
  • b_dedede01.brstm is "Blazing! Boss Battle", the normal boss theme. b_dedede02.brstm is "Crash! Mid-Boss Tower", the cover of Dedede's theme used in Nutty Noon - Stage 5. It seems these might be more leftovers from the GameCube Kirby game, in which Dedede appeared to have a more antagonistic role.
  • The above-mentioned unused duplicate of "Challenging the True Arena" is called gunshooting01.brstm, which suggests that it was originally planned for use in something related to guns (Scope Shot, most likely).
  • The filename of "Planet Popstar", the theme used for Popstar's world map, is named KbyW_CONTINUE1, suggesting it was originally used as a Game Over continue theme. The filename of "Sleepy Continue", the Game Over continue theme in the final game, IUK_LP_CONTINUE1 further supports this to be the case.


  • The files for the Armor Halcandle Dee enemy include a bunch of random extra textures, such as the unused versions of the Challenge Stage icons, the HUD icon for Energy Spheres, and a few textures from inside the Lor Starcutter.
  • The folder for King Doo is named beholdoo, which is not its final name. This is duplicated in Kirby's Dream Collection: Special Edition.
  • Blue Kirby's HUD icons are called "KirbyRFace." Since the HUD icons for the other Kirby colors are called "KirbyGFace" and "KirbyYFace", KirbyRFace most likely means Blue Kirby was originally going to red, like in Kirby and the Amazing Mirror.
  • The rock texture for the hand model for the Stone Uppercut attack for the Stone ability is named KbStoneSupreHat00. "Supre" can be interpreted as a misspelling of "Super", which combined with how the texture's filename suggests it was used for a hat, which is not where the texture is used in the final game, as well as having a similar filename format to some of the filenames of the hat textures used for the Super Abilities, likely suggests there was plans for a Super Stone ability that ended up getting cut from the game, also note that no Copy Ability star texture for it, nor any folders for said ability are present in the files.

Ability Reset Graphics

Both of these textures represent the normal Copy Ability stars. These default stars are never used in-game, as it would be completely worthless to have a power-up that would return Kirby to normal. Both of the textures are named Icon.000.

Super Ability Reset Star

Copy Ability Reset Star

(Source: Nulog - 星のカービィWii 没になったスーパー能力)

Landia Ability Star Textures

There is an ability star texture for Landia that goes unused as you normally cannot get the Landia ability from an ability star in-game. Disappointingly, the texture for said ability star is also just completely blacked out! (Although what the ability star would look like is known, and it's due to the pause screen!) The texture itself is named Icon.022.

Unused Challenge Stage Icons

Several unused versions of the icons for Copy Abilities are found inside the files of Armor Halcandle Dee's model. They appear to be earlier and lower-quality versions of the icons on the Challenge Stage doors inside the Lor Starcutter.

Early Final
KRTDL Icon.00.png KRTDL Icon.00 Used.png
KRTDL Icon.01.png KRTDL Icon.01 Used.png
Icon.02.png KRTDL Icon.02 Used.png
KRTDL Icon.03.png KRTDL Icon.03 Used.png
KRTDL Icon.05.png KRTDL Icon.05 Used.png.png
KRTDL Icon.06.png KRTDL Icon.06 Used.png
KRTDL Icon.07.png KRTDL Icon.07 Used.png

Interestingly enough, a Ninja icon for a Challenge Door also exists, meaning a Challenge Stage for Ninja was planned, but ended up being cut.

Ninja

remocon01

There is an unused graphic named "remocon01", which as "remocon" is a shortening of remote control, was certainly an unused version of the tutorial windows. Said unused graphic just uses lower quality versions of pre-existing artwork made for Kirby: Nightmare in Dream Land.

KRTDL Remocon01.png

The artworks used below:

Abilitytest

Inside Water's ability icon files, there is an unused HUD icon which certainly would've been a placeholder as not only it is named "Abilitytest", but the text on the graphic says 仮, which means "temporary". It also makes sense that said graphic would be inside the files for Water as said ability was the first ability made for the game.

KRTDL Abilitytest.png


(Source: Kirby’s Return to Dream Land Deluxe interview from the May 2023 edition of Nintendo Dream, translated by Gigi9714)

Red Kirby Icon

Inside the lyt files for Scope Shot's select mission HUD graphics, there is an icon for Red Kirby, which you guessed it, goes unused! However, unlike any other instances of Red Kirby mentioned in the lyt files where it either is just overwritten by Blue Kirby's or in the case for the start menu files for Ninja Dojo, a mention is straight up absent in the files, Red and Blue Kirbys' icons in this instance all coexist together. The icon is found in DATA/files/lyt/subgame/start_menu/Main.arc.cmp, as well as its variants for the other regions.

Musix

Cut Songs

  • fanfare_GCK

An unused fanfare with an extremely noticeable Super Smash Bros. Melee and Kirby Air Ride feel to it. This gives credence to the idea that it came from early in the development of the GameCube project. In addition, GCK (GameCube Kirby, most likely) is likely a reference to the game's project name when it was being developed for the GameCube before it was reworked for the Wii.

This theme was built upon and, as a result, other variations of the theme are used within the final. Notably, this version of the theme would later be reused in all of the 3DS Kirby games, as well as in Kirby Star Allies. It is officially named "Kirby Perfect!" in the Kirby Star Allies: The Original Soundtrack.

  • IUK_LP_DEDEDE3

This song is actually from the Japanese Super Famicom version of Kirby's Star Stacker. It was likely a candidate theme for the Robo Dedede battle in Scope Shot.

  • KbyW_HEITI1

An extremely upbeat unused song with similarities to "Prism Plains" from Kirby Squeak Squad and "Perfect Sledding Weather" (KbyW_CACTUS1/ST_KBYW_CACTUS1) from this game. It also quotes "Beyond the Hill" (KbyW_CANYON1/ST_IUK_KBYW_CANYON1) and "Green Greens". "Heiti" is another spelling of 平地 heichi, meaning "plains" or "flatlands".

  • SuperCcopy_Break

A very ominous, foreboding fanfare. The filename implies it may have been an early fanfare for entering a hidden dimension portal, but it's much louder and has a far more foreboding composition than the theme used in-game... almost too dark for merely entering a portal, which may've been why it was scrapped.

  • SuperCcopy_Break3

Grouped next to the above fanfare, this much more cheerful variant was likely intended for the same situation, and sounds very similar to the variant used in-game, only with similar instrumentation to "fanfare_GCK" above.

Unused Versions

Several songs from the game have earlier, lower-quality versions hidden in the files, usually under the heading "KbyW". As "KbyW" is not the codename for Kirby's Return to Dream Land, most of these versions and KbyW_HEITI1 are likely lifted from the third cancelled Kirby game with the popup and cel-shaded style, which appears to have been for the Wii.

Unused (KBYCLEAR1SH) Used (Kirby Dance (Long) / KBYCLEAR1)
Unused (KbyW_BOSS_TYU_M_2) Used (VS Sphere Doomer / KBYW_BOSS_TYU_M)
Unused (KbyW_CACTUS1) Used (Perfect Sledding Weather / ST_KBYW_CACTUS1)
Unused (KbyW_CANYON1) Used (Beyond the Hill / ST_IUK_KBYW_CANYON1)
Unused (KbyW_CAVE1) Used (Water Sliders / ST_KbyW_CAVE1)
Unused (KbyW_COLD1_forstrm) Used (Nutty Noon / ST_KbyW_COLD1)
Unused (KbyW_COLD2) Used (Snowball Scuffle / ST_KbyW_COLD2)
Unused (KbyW_CONGA1) Used (Another Dimension / ST_KbyW_CONGA1)
Unused (KbyW_FISH1) Used (Raisin Ruins / IUK_FISH1)
Unused (KbyW_FUNK1) Used (Rush on the Railway Coaster / ST_KbyW_FUNK1)
Unused (KbyW_HEN1) Used (Tumbling Ice / IUK_HEN1)
Unused (KbyW_MINE1) Used (Vestiges of the Ancients / IUK_LP_MINE1)
Unused (KbyW_MIZU1) Used (Summer Sands and Cool Waves / ST_IUK_KBYW_MIZU1)
Unused (KbyW_RAIN1) Used (A Stroll on the Ocean Floor / ST_KBYW_RAIN1)
Unused (KbyW_REGG1) Used (Exotic Pyramid / ST_KBYW_REGG1)
Unused (KbyW_ROCK1) Used (Time for a Challenge! / IUK_LP_ROCK1)
Unused (KbyW_SAMBA1) Used (Onion Ocean / ST_KbyW_SAMBA1)
Unused (KbyW_TECH1) Used (Techno Factory / IUK_LP_TECH1)
Unused (KbyW_TOUT1) Used (Freezing Temple / ST_IUK_TOUT1)
Unused (KbyW_TRAINING1) Used (Challenge Guide / IUK_LP_TRAINING1)
Unused (ST_KbyW_BOSSMAE2) Used (The Long-Desired Land / KbyW_BOSSMAE2)
Unused (DecisiveNormal01_32k) Used (Final Battle / DecisiveNormal02)
Unused (DecisiveEx01_32k) Used (Final Battle EX / DecisiveEx02)
Unused (funegattai1) Used (Lor Restored! / funegattai3)
Unused (funegattai2wav) Used (The Lor Starcutter Reborn / funelast3)

These two are more notably distinct from their final variations, as they use the same "retro" instrumentation as the other songs, while in the final game and the first iteration, Kirby for Nintendo GameCube, they are composed with more realistic instruments. This may suggest that more of the soundtrack was planned to be in the same "retro" style at some point in development.


Unused (st_castle2) Used (Sky Tower / st_castle)

The unused version for "Sky Tower" is named "st_castle2" while the final version is named just "st_castle", which may suggest that the used iteration is actually the older version rather than the unused one. Composer Hirokazu Ando has stated that "Sky Tower" was written around the same time as "Road to Victory", which, has more realistic instruments and is confirmed to be from Kirby for Nintendo GameCube. This means that "Sky Tower" (most likely the variation used in-game, "st_castle") is a relic from the first GameCube incarnation before Kirby's Return to Dream Land.

(Source: Kirby Wii Music Selection Card, translated by Gigi9714)
Unused (st_wado02) Used (Crystal Dungeons / st_doukutu)

Despite those 2 songs being composed by Hirokazu Ando, the instrumentation and general tones of "st_castle2" and "st_wado02" suggest they were arranged by Jun Ishikawa.

Unused (gunshooting01) Used (Challenging the True Arena / LOBY)

There is an unused version of "Challenging the True Arena" that is identical to the final, except the unused version has an extra section before the loop.

Unused Magolor Death Screams

M1_Danmatu01

M2_Danmatu01

Two rather unsettling death screams. The filenames (and the harsh ethereal sound heard from the 13 second point for M2_Danmatu01) indicate they were intended to be used after defeating Magolor's first and second forms respectively, as the death screams used for Magolor in-game (M#Dm1_32k) use the exact same filename abbreviations (M1 for Magolor's first form, M2 for Magolor's second form, and M4 for Magolor Soul).

Alternate Super Ability Themes

SuperCopyBoss01

SuperCopyBoss02

SuperCopyBoss06

Three variations of "Ultra Super Boss Battle", the theme which plays when you use Ultra Sword in the Grand Doomer fight and the last stage of Dangerous Dinner. The former of the three uses an older, plunkier soundfont, while all three variations include more distinctive string instruments, which aren't included in the variation used in-game ("SuperCopyBoss07").

super_a06

Early version of the standard Super Ability theme. There are slight differences in mixing, such as a louder glockenspiel at 30 seconds. The version used in-game is "super_a08"

Intro-Less Challenge Stages Themes

IUK_LP_ROCK1noi1

IUK_LP_ROCK1isogi1noi1

Both of the Challenge Stage themes, "(Time for a Challenge! / IUK_LP_ROCK1)" and "(Rush to the Goal! / IUK_LP_ROCK1isogi1)" have unused variations that don't have intros. Said unused variations have "noi1" at the end of their filenames.

Other Notables:

  • menu02 is simply a quieter version of "Magolor, the Far-Flung Traveler" with a tad bit more reverb.
  • harukandora05 and harukandora07 are versions of "Halcandra: A New Enemy", used when Kirby and the gang leave for Halcandra. 05 is quieter while 07 is much louder, and both lack the slight fade-in the final stream uses.
  • "Each to his Own World", the ending cutscene theme, has an unused, quieter version, ending4.
  • "Kirby Master!", used for the 100% completion cutscene, has a quieter version, cdance03.
  • "VS Waddle Tank" and "VS Mecha Kawasaki" have alternate versions, sub_wado1 and sub_kawasaki1 respectively, with slightly different reverbs.
  • "Notification Fanfare" has a quieter version, unlock_fanf.
  • Staffroll_0614 and Staffroll_0616 are both unused versions of "Return to Dream Land", the credits theme. Much like harukandora, 0614 is quieter and 0616 is louder. The final version is called Staffroll_0622. Assuming these are timestamps, they would likely be dated to June 14th, June 16th, and June 22nd of 2011.
  • "Let Me Explain Everything", which plays in the cutscene where Magolor reveals his true intentions, has a quieter version, mahoroayabou3. The final version is mahoroayabou4.
  • "C-R-O-W-N-E-D", the theme for Magolor's second phase, has a quieter variation with less reverb that loops 6 seconds earlier, titled LassBoss2_0419. The final version is called LastBoss2_0422. Assuming these are timestamps, they would likely be dated to April 19th and April 22nd of 2011.
Hmmm...
To do:
Investigate M1, M2, and M4 boss SFX.