This page details one or more prototype versions of Kirby & the Amazing Mirror.
This demo can be found on the Gekkan Nintendo Tentou Demo discs 2004.3.1, 2004.4.1, 2004.5.1 and 2004.6.1. According to the build date, it was compiled on December 29, 2003 - 3 months and 17 days before the game's Japanese release. The ROM's filename (on the 2004.3.1 and 2004.5.1 discs) is "Ver021tr_03122919.bin", and the name in the ROM header is "MAKOTOSAMPLE".
Sub-Page#
Graphical Differences#
Used in the Prototype#
Title Screen#
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Prototype |
Final |
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The title logo was completely redone. Furigana was also added below the game title's kanji.
Gray Dimensional Mirror#
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Prototype |
Final |
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The lines surrounding the star have been removed from the final version. It's otherwise identical.
Rainbow Route's Background#
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Prototype |
Final |
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The background in Rainbow Route has been given some slight refinements.
Rainbow Route's Mirror#
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Prototype |
Final |
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The mirror itself is one pixel lower in the prototype.
World Map#
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Prototype |
Final |
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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 aren't present.
Cell Phone#
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Prototype |
Final |
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The black button became red and the antenna is slightly more visible.
Signal Waves#
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Prototype |
Final |
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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.
Unused in the Prototype#
Dark Meta Knight#
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Prototype |
Final |
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Dark Meta Knight had golden shoulder plates, yellow eyes and was overall more purplish in the prototype.
(Source: heynow)
Dimensional Mirror#
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Prototype |
Final |
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Like with the gray version of the Dimensional Mirror, the fully restored Mirror had the lines surrounding the star while closed removed.
(Source: heynow)
Peppermint Palace Mirror#
Proto |
Final |
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Peppermint Palace |
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Peppermint Palace |
Unknown if it exists. |
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.
(Source: Mugg1991)
Area Names#
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Prototype |
Final |
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Mustard Mountain was called "Mustard Mountein" in the Prototype.
(Source: Vyroz)
Speed Eaters#
Prototype |
Final |
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Kirby's idle stances and win stances were altered for the final release. The early idle stance can actually be seen in pre-release material.
(Source: Vyroz)
Entirely Unused Graphics#
Copy Abilities#
Three Copy Abilities new to Amazing Mirror have sprites that depict them exiting the hub doors from Kirby: Nightmare in Dream Land: Cupid, Mini, and Missile. Only Cupid's stayed in the final game, albeit still unused.
(Source: Vyroz)
Unused Heave-Ho Block Alternate Palette#
Large |
Small |
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An unused alternate palette for Heave-Ho Blocks, which are gray in the final game.
(Source: heynow)
Graphics Exclusive to the Prototype#
Demo Completion Screen#
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 get a game over.
Audio#
Music#
Most of the game's music is hidden in the game's files. Some of them have various notable differences, documented below:
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Prototype |
Final |
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The Title Menu theme has a quieter bass in the final version.
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Prototype |
Final |
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The Collection Room's theme uses softer percussion in the final release.
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Prototype |
Final |
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Dark Meta Knight's theme when attacking Kirby in the intro cut-scene has a different intro in the final game. Its loop point is also shorter in the prototype.
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Prototype |
Final |
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For the beginning area, the prototype uses Kirby: Nightmare in Dream Land's arrangement of Vegetable Valley. The final game instead uses a remix of "Forest/Nature Area".
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Prototype |
Final |
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Central Circle's theme uses a softer bass in the final game.
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Prototype |
Final |
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The theme "Forest/Nature Area" uses slightly different mixing in the final game. The bass is also louder in the prototype.
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Prototype |
Final |
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The prototype's version of the theme "Ruins Area" is lacking some percussion and various intruments throughout the song.
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Prototype |
Final |
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The theme "Space Area" went through the most changes. It's missing an important synth in the beginning of the bridge and at the end of the song in the prototype. The final game also changes the chimes in the bridge of the song.
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Prototype |
Final |
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The prototype uses Kirby: Nightmare in Dream Land's unique arrangement of the Kirby Dance. Same thing happens with the short version.
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Prototype |
Final |
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Dark Meta Knight's vocal synths and trumpets do not sound very good in the prototype, to say the least... Otherwise, they're pretty similar.
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Prototype |
Final |
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The Demo uses Kirby: Nightmare in Dream Land's version of the Race Prelude theme.
(Source: Vyroz)
Sound Effects#
Proto |
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Final |
The sound that plays when encountering Shadow Kirby is different.
Miscellaneous#
- 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 |
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Waddle Dee |
Cherry |
Small Button |
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.
Dark Mind's forms names are numbered 1, 2 and 3, but those were stripped away in the final version.
Unused Enemy#
There's a single unused enemy with only its graphics present at offset 0x00575780 in the ROM, with no leftovers in the final version. Its health bar name appears to be at 0x00774800, reading トッコーン (Tokkōn). No text strings relate to it in the game's data.
It takes an appearance of a wind-up clock toy with floating hands, likely meant to throw music notes.
(Source: heynow (initial discovery), Viperision (name discovery), Vyroz (sprite rips))
Abilities#
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#
Fighter is slightly different than what it is in the final.
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Prototype |
Final |
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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.
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Prototype |
Final |
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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.
Bomb#
- Bombs can be thrown faster in the prototype.
- A held bomb explodes faster in the prototype.
Sword#
- 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.
Stone#
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Prototype |
Final |
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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.
Spark#
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Prototype |
Final |
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The diadem and spark hair got brightened and refined for the final release.
Cutter#

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.
Wheel#
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.
Most of their moves have been removed for this prototype.
Master#
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Prototype |
Final |
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Prototype |
Final |
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Final |
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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.
U.F.O#
Despite not being obtainable, U.F.O's moveset remains in the ROM. While it more-or-less works fine, its graphics do not load properly. However, its beam and projectiles do load, albeit with some minor graphical issues.
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Prototype |
Final |
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Despite being very similar to its final version, the Chain Beam disintegrates with a neat effect halfway into the animation in the prototype. This is most likely unintended behavior due to U.F.O loading sprites that it shouldn't be using.
(Source: Vyroz)
Smash#
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Prototype |
Final |
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Kirby's arm is animated in the prototype while performing a Vulcan Jab. In the final game, Kirby's left arm disappears, while motion effects are shown in front of him.
Not only that, but Kirby also has an extra pose in the prototype for the ending lag of the move.
(Source: Vyroz)
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Prototype |
Final |
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Aditionally, Twinkle Star's effects are smaller and less detailed in the prototype. The animation alternates between a big motion effect followed by a thin and small motion line. Please note that the black background was added for better visibility.
(Source: Vyroz)
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Prototype |
Final |
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Lastly, Smash's icon has the Smash logo behind Kirby in the prototype, although with the thicker line being on the wrong place. Other elements were also slightly changed. The sparkles around Kirby received some minor adjustments, and Kirby received some "motion" effects around his hands and shoes. Kirby's eyes were also originally shut.
(Source: Random Talking Bush)
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.
Early Pause Screen (No Ability)#
Prototype (Early) |
Prototype (Final) & Release |
Kirby Nightmare in Dream Land |
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Early Ability Descriptions#
Prototype (Early) |
Prototype (Final) & Release |
Kirby Nightmare in Dream Land |
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N/A |
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N/A |
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N/A |
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N/A |
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N/A |
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N/A |
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N/A |
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N/A |
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N/A |
Prototype (Early) |
Prototype (Final) |
Release |
Kirby Nightmare in Dream Land |
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Placeholder#
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Level Design#
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To do: |
Rainbow Route#
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Prototype |
Final |
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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#
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Prototype |
Final |
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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#
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Prototype |
Final |
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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.
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Prototype |
Final |
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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.
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Prototype |
Final |
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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#
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Prototype |
Final |
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King Golem is located a few pixels further to the right and the ground is lower in the prototype.
Chests#
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Prototype |
Final |
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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.
Miscellaneous#
- 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.
Gameplay-Related#
- 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.
Graphical#
- 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.
Bugs#
- 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:
0.21
Mon Dec 29 19:37:23 2003
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The Kirby series | |
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Game Boy |
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NES |
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SNES |
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Nintendo 64 |
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Game Boy Advance |
Kirby: Nightmare in Dream Land • Kirby & the Amazing Mirror (Demo) |
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Nintendo DS |
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Wii |
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Nintendo 3DS |
3D Classics: Kirby's Adventure • Kirby: Triple Deluxe • Kirby: Planet Robobot |
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Nintendo Switch |
Kirby Star Allies • Kirby and the Forgotten Land • Kirby's Return to Dream Land Deluxe |
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Side Games | |
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Nintendo DS |
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Wii |
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Nintendo 3DS |
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Wii U |
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Spin-Offs | |
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Game Boy (Color) |
Kirby's Pinball Land • Kirby's Block Ball • Kirby's Star Stacker • Kirby Tilt 'n' Tumble • Jaguar Mishin Sashi Senyou Soft: Kirby Family |
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SNES |
Kirby's Dream Course • Kirby's Avalanche • Kirby's Star Stacker |
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Satellaview |
Kirby no Omochabako (Baseball, Pinball, Hoshi Kuzushi) |
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GameCube |
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Wii |
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Nintendo 3DS |
Kirby Fighters Deluxe • Team Kirby Clash Deluxe • Kirby's Blowout Blast • Kirby Battle Royale (Demo) |
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Nintendo Switch |
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Nintendo Switch 2 |
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Related | |





































