This is a sub-page of Kirby: Triple Deluxe.
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This needs some investigation.
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In Kirby: Triple Deluxe, an enemy's behavior is known as a "Variation" within Mint. These behaviors have complete names that can be called in a stage's map data, called a "Step" internally. Some enemies in this game have Variations that never get used for one reason or another, and that's what this subpage will document below.
The names of the Variations come from RomFS\mint\StepMChara.bin.cmp.
Beetley#
Wait#
Beetley has an unused Variation called Wait, ID 0x0. It makes them stand in place, until Kirby or King Dedede get close, in which they start attacking. It makes use of the unused animation TopL_Wait found in their model file.
Blipper#
Wait#
Blipper has an unused Variation called Wait, ID 0x0. It makes them swim in place. It does not turn around to face Kirby or King Dedede.
Cappy#
Shot3D#
Cappy has an unused Variation called Shot3D, ID 0x4. It's an attack that allows them to toss their mushroom cap from the back lane to the front lane. Once it explodes, they regenerate it and attack again.
This variation would later reappear in Kirby: Planet Robobot for Cappy's mechanized form, still unused.
Craby#
Wait#
Craby has an unused Variation simply called, Wait, ID 0x0. It makes Craby use the unused animation TopL_Wait for an idle state, and attack periodically in their spawn position. Craby could do this in Kirby's Return to Dream Land and its remake.
WalkStraight#
Craby has a second Variation, called WalkStraight, ID 0x1. It makes Craby walk in a straight line, not stopping to turn around for cliffs while also attacking periodically.
Kabu#
Teleport_MoveAround#
Kabu has an unused Variation called Teleport_MoveAround, ID 0x4. It gives them the ability to teleport and move around for a few seconds, something that they could do in previous games, but got removed starting in Kirby's Return to Dream Land.
Teleport_Jump#
Kabu has another Variation called Teleport_Jump, ID 0x5. It also lets them teleport, but this time, Kabu jumps in-between cycles.
Both of these Variations make use of unused animations found in Kabu's model file.
KirbyReflex#
"KirbyReflex", as it is called in Mint, is the object that Kirby spawns upon defeating a Boss. It consists of duplicates of him solely for the purpose of accompanying him in his dance. The object is fully programmed as an enemy, however, and placing it in a Step makes it so it behaves as one. It can take damage, deal damage, be inhaled, and turn around to face Kirby or King Dedede.
Inexplicably, it also has four enemy behaviors fully coded in, documented below.
Wait#
Its first variation is called Wait, ID 0x0. Its a simple idle state. It makes it use Kirby's default idle animation.
WalkAround#
Its second variation is called WalkAround, ID 0x1. It makes it walk back and forth near its spawning position.
WalkTurnCliff#
Its third variation is called WalkTurnCliff, ID 0x2. It makes it walk and turn around at the edges of elevated platforms.
WalkStraight#
Its fourth and last Variation is called WalkStraight, ID 0x3. It makes it walk in a straight line, not stopping to turn around near cliffs.
Ringle#
Wait#
Ringle has an unused Variation simply called Wait, ID 0x0. It makes Ringle idle on the ground while using an unused animation found in their model file, TopL_Wait. Getting close to them makes them attack.
Spynum#
Demo#
Spynum has an unused Variation called Demo, ID 0x2. It makes them adopt their regular idle behavior, but without the ability to attack once Kirby or King Dedede get close.
"Demo" is usually a word that's internally used to describe cutscenes. However, it's unknown if this Variation was intended to be related to one.
Toughness Waddle Dee#
Walk#
Toughness Waddle Dee has an unused Variation simply called Walk, ID 0x1. It makes them walk as a regular Waddle Dee would. This is their only other Variation.
Waddle Dee#
Slide#
Waddle Dee has an unused Variation called Slide, ID 0x4. It makes them assume a sliding animation when on a slope and descend quickly, immediately switching back to walking upon completing their descent.
It makes use of an unused animation called TopL_Slope found in its model file that was carried over from Kirby's Return to Dream Land, but strangely omits TopL_SlopeEnd.
Walky#
WalkJump#
Walky has an unused Variation called WalkJump, ID 0x1. It makes them walk and attack, with the added ability to jump, making use of the unused animation TopL_Jamp.
(Source: Vyroz)