Block Ability#
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To do: |
There is an unused ability, Block, which seems to be an alternate or earlier version of Triple Star.
The only difference between the two is that Kirby wears a recolor of Beam's hat, using similar colors to Mirror in Kirby Super Star. It seems to be manually disabled, and Kirby will lose the ability instantly after obtaining it. It is not known why this was disabled.
It does not seem to have the same entries in the game's main code files (arm9.bin and overlays) as all other abilities. The stats, parameters and sprite files for this ability are expected to be similar to those of Triple Star, but they are indeed very different and result in an entirely broken Triple Star if replaced. If the ability could be used at all, it is not with the final version of the code.
Placeholder Pause Screen#
This pause screen is associated with the Block ability. The kanji 仮 translates to "temporary" or "tentative".
Unobtainable Copy Palettes#
Aside from the six copy palettes that can be obtained throughout the game, there are four other copy palettes that are completely unobtainable. These unobtainable copy palettes are themed around Kirby, Meta Knight, Daroach, and King Dedede. Unlike the six obtainable copy palettes, the colors of the unobtainable four copy palettes do not change to match the color of the currently selected spray paint. These unobtainable copy palettes were actually obtainable through a short-lived event in Japan where a Download Play application distributed by DS Download Station kiosks could be used to unlock them in the Japanese version of the game. The cartridge used for this event has not been preserved, preventing any legitimate access to these copy palettes.
Despite the DS Download Station kiosk method to officially unlock these copy palettes being lost, they can be unlocked through hex editing the save data. The save data is broken up into four files, with each one being named with text visible in a hex editor: KbSystem, KbUser01, KbUser02, KbUser03, and each file has a backup copy later in the save data. Each file has its own checksum; if a save's checksum does not match the one calculated upon starting the game, then the game will load the backup save, but if both the main and backup save checksums are invalid, the game will deem the file corrupt and delete only the corrupted file, leaving all other non-corrupted files intact.
The unobtainable copy palette flags can be found at offset 60, which is part of the KbSystem save. Writing 0F sets the bitflags to unlock each copy palette. The bitflags that get set and what copy palette exactly they unlock are:
- 01: Kirby
- 02: Meta Knight
- 04: Daroach
- 08: King Dedede
Once the flags are written into the save data, the checksum also needs to be updated or else the game will not load the edited file. The checksum for the first KbSystem can be found at offset 7E as a two-byte little-endian value. To correct the checksum, simply add the value written to unlock the unobtainable copy palettes to the checksum. If 0F was written to unlock all four, then 0F (15 in decimal) should be added. The second KbSystem file can be found at offset 1000, with its equivalent location for the unobtainable copy palette flags being offset 1060 and checksum being offset 107E. If the first KbSystem is correctly edited, then there is no need to edit the copy later in the save, but if both are edited, and edited incorrectly, then the game will display the "YOUR SAVE DATA IS CORRUPTED" error on startup, which can help confirm that the hex editing was incorrectly done.
Once the save data has been edited and the game successfully loads the save data, the unobtainable copy palettes will be permanently unlocked for all save files on the cartridge. Each unobtainable copy palette has its own icon for the collection menu. Deleting a save file, then entering its collection room will still leave the unobtainable copy palettes unlocked and even allow starting a new game with it selected. The unobtainable copy palettes do not count toward the total of 120 treasures, but the copy palette style menu will count each unobtainable one unlocked toward the total displayed on the top screen.
As an alternative to hex editing the save data, the following save data can be used instead. All save files are empty, but the system save has already been edited to unlock the unobtainable copy palettes.
Download Kirby: Squeak Squad unobtainable copy palettes unlocked save file File: KirbySqueakSquad unobtainable copy palettes unlocked save file.zip (8 KB) (info) |
Additionally, see the notes page for cheats to view, but not permanently unlock, the unobtainable copy palettes in-game.
Kirby (copy palette style ID 6) |
Meta Knight (copy palette style ID 7) |
Daroach (copy palette style ID 8) |
King Dedede (copy palette style ID 9) |
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(Original unlock method source: Archived DS Station website)
(Hex editing unlock method source: Original TCRF research)
Unused Graphics#
Unused food items that probably have the same effect as minor food items.
E3 2006 Demo Leftovers#
A placeholder logo that was used in the title screen (see here at 0:03.)
The ending screen of the demo, which is a rough drawing featuring Kirby sitting on grasses all alone just wondering... forever. It was later used for the Japanese and USA kiosk versions (example) of this demo, but with different text as those demos were meant to be only played after the game's release.
Debug/Other Rooms#
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There are about 300 unused rooms, many of which are duplicates. Most of them are for testing enemies and have a similar tileset to debug rooms of Nightmare in Dream Land and Amazing Mirror. The other rooms are for testing environments and typically have a normal tileset.
A few of those rooms are alternate/scrapped versions of regular rooms, and some are entirely separate rooms that weren't used. These are usually found at the end of shorter stages (such as 2-4).
A debug room, with the previously used tileset.
An array of doors leading to various testing rooms.
Alternate version of a room in level 3-4. The area in the lower left is completely new, most items and enemies are different, and the background is changing color.
Debug Text#
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This needs some investigation. |
Present in the ARM9 binary at 0x161C5C is this text:
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Original |
Translated |
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Debug Prim#
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This page or section needs more videos. |
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This needs some investigation. |
A Debug Prim is in the files of the game.
Unused Enemy#
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To do:
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Normally, there are three types of Squeakers: yellow, green, and blue. However, a red variant exists in the game completely unseen, complete with its own unique AI! The Squeaker's behavior is similar to that of the green one, throwing small bombs, but it moves over greater distances and can double jump. It can still be seen via hacking.
(Source: Kirby Wiki)
Unused Ghost Behavior#
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Although all of the mid-bosses, as well as Gordo, Shotzo, Spinni, and the Squeakers cannot normally be possessed by Ghost Kirby in-game, they are able to be possessed by Ghost Kirby when manually applying the possession effect.
(Source: Black Rigga)
Unused Samples#
The sound archive is in data/sound/sound_data.sdat.
WAVE_ARCHIVE_0#
The wave archive WAVE_ARCHIVE_0 hosts a bunch of samples used for generic sound effects, such as Kirby, enemies, menus, among others. Some of the samples that the game uses for these are lifted from Kirby: Canvas Curse, another DS game, but not all of them got used.
Sound |
Location |
Description |
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data/sound/sound_data.sdat/WAVE_ARCHIVE_0 |
A sound used among the menus of Kirby: Canvas Curse when selecting an option or starting the game from the title screen. |
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data/sound/sound_data.sdat/WAVE_ARCHIVE_0 |
A sound used in Canvas Curse when hitting an enemy. Squeak Squad uses a different, more unique sound instead. |
Leftover Sounds from Kirby for Nintendo GameCube#
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Some of the sounds used in this game and Kirby: Canvas Curse are actually leftovers from a prototype for a cancelled Kirby title for GameCube.
Regional Differences#
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There are at least four different game versions.
- The Japanese version - 星のカービィ 参上! ドロッチェ団 (Hoshi no Kābyi Sanjō! Dorotche-Dan)
- The US version - Kirby Squeak Squad
- The European version - Kirby Mouse Attack
- The Korean version - 별의 커비 도팡 일당의 습격 (Byeorui keobi dopang ildangui seupgyeok)
Title Screen#
Japan |
North America/Australia |
Europe |
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While the Australian version received name changes to match the European version, it was still called "Squeak Squad" in its initial release. The title was reverted back to "Mouse Attack" when it was re-released on Wii U.
Level Names#
Some of the level names in the Japanese version were changed during localization into English and European languages.
Japanese |
Prism Plains |
Nature Navel |
Creamy Cloud |
Jam Jungle |
Voice Volcano |
Island Ice |
Secret Island |
Gamble Galaxy |
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English |
Prism Plains |
Nature Notch |
Cushy Cloud |
Jam Jungle |
Vocal Volcano |
Ice Island |
Secret Sea |
Gamble Galaxy |
French |
Clairière Colorée |
Nature Natale |
Nuage Nonchalant |
Jungle Jonglante |
Volcan Vocal |
Ile Iceberg |
Mer Méconnue |
Galaxie Go |
German |
Spiegelsteppe |
Naturgarten |
Wirbelwolken |
Rätselwald |
Stimmvulkan |
Eisinseln |
Geheimnis-See |
Finalgalaxie |
Italian |
Vivaci Vallate |
Cunicoli Curvosi |
Nuvole Neve |
Giungla Groviglio |
Vulcano Vertigo |
Algidi Atolli |
Mare Mistero |
Galassie Giocose |
Spanish |
Prados Prisma |
Nido Natural |
Nube Nubosa |
Jungla Junglar |
Volcán Vocal |
Glaciar Glasé |
Mar Mareado |
Universo Universal |
Korean |
Prism Grassland |
Nature Navel |
Cream Cloud |
Jam Jungle |
Singing Volcano |
Ice Island |
Secret Island |
Gamble Galaxy |
Slope Bug#
In the Japanese version, it was possible to clip through a slope in the second room of Level 8-3, by walking up the slope while repeatedly crouching. This is possible because any out of bounds area (anything that you shouldn't be able to reach) can be interacted with as if it were part of the level.
The bug was fixed in the international versions by making the out of bounds area in each level completely solid.
Animal Bug#
In the Japanese version, if Animal Kirby touches water while performing a dash attack on an enemy, the attack gets canceled but the enemy will get stuck indefinitely and Kirby will not take any damage from other enemies in the same room. One possible way the bug could occur is if the player performs a dash attack on an underwater enemy from the side of a body of water, shown in the screenshots below. This was fixed in the international versions where Kirby continues the attack even underwater.
(Source: 星のカービィ研究所)
Level 8-3 Bad Wall Collision#
In the Japanese version, there is a wall in the third room of level 8-3 that has improper collision. This was fixed in the international versions.
(Source: 星のカービィ研究所)
Cannon Bug#
In the Japanese version, if you enter a spinning cannon while inhaling, if any object that can be inhaled comes near, such as an ability star or a bubble, then Kirby will inhale it but also fall out of the cannon and be invisible while the cannon keeps spinning. This was fixed in the international version, where Kirby is prevented from inhaling anything while inside a cannon.
(Source: 星のカービィ研究所)
Miscellaneous#
The debug room's tileset is present only in the Japanese version.
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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 | |


