This is a sub-page of Kirby & the Amazing Mirror.
Many enemies in this game have some properties that, for one reason or another, don't get used.
Unused Behavior Routines#
Objects in a room are stored in a way that dictates their position in the room, what they spawn, and what they're supposed to do in that moment. These actions are represented by a hexadecimal value internally, which will all be documented below, alongside the object's ID. To force the unused behavior routines to load in-game, two values in RAM pertaining to the first Waddle Doo in the first room of Rainbow Route must be edited:
- The first value is located at 08886BC0, 088B6A34, and 088C0E98 in the Japanese, American, and European versions of the game, respectively. This is the object's ID.
- The second value is located at 08886BC2, 088B6A36, and 088C0E9A in the Japanese, American, and European versions, respectively. This is the object's behavior.
You might need to re-enter the room if the effects aren't taking place. Removing any partner Kirbys from the room will also be beneficial.
Batty#
Batty has an unused behavior setting with the ID 01. It makes them chase Kirby as soon as it spawns, return to their spawn position, and immediately start chasing Kirby again. Their object ID is 2D. 
Big Waddle Dee#
Big Waddle Dee has unused jump behavior with the ID 02. It's similar to Waddle Dee's jumping routine, as they jump when near Kirby. Their object ID is 11.
Boxin#
Boxin has an unused idle behavior setting with the ID 03. They only hop in place. Their object ID is 25.
Cookin#
Cookin has an unused walking setting with the ID 01. They start walking back and forth, and will occasionally stop to throw their pan. Droppy uses a very similar behavior routine when transformed into Cookin, except their pan doesn't trap Kirby, and only deals impact damage. Their object ID is 26. 
Cupie#
Cupie has 2 unused behavior routines. Their object ID is 0C.
The first one has the ID 02, and makes Cupie fly in an 8 pattern vertically while shooting. 
The second setting has the ID 03 and makes Cupie run away from Kirby, shoot once, and leave the screen. It's very similar to Droppy's behavior when transformed into Cupie, except they don't leave the screen and keep shooting arrows. 
Giant Rocky#
Giant Rocky has an unused idle routine with the ID 01. They only stand in place. Their object ID is 2A.
Golem (Press)#
The pink Golem has an unused behavior routine with the ID 01. Instead of just sticking to jumping and crashing down as their main method of attack, they do all the attacks from the other 2 Golems. Their object ID is 1F. 
Golem (Roll)#
The yellow Golem has an unused behavior routine with the ID 01. Instead of just sticking to rolling as their main method of attack, they do all the attacks from the other 2 Golems. Their object ID is 20. 
The white Golem actually uses all three attacks in certain rooms, so they don't have any unused behavior.
Gordo#
Gordo has an unused behavior setting with the ID 03. It makes them hover up and down slowly. Their object ID is 06.
Haley#
Haley has an unused behavior setting with the ID 01. It makes them soar the skies with the initial speed from their regular behavior without slowing down. Their object ID is 0A. 
Heavy Knight#
Heavy Knight has an unused idle setting with the ID 02. They only stand in place. Their object ID is 29.
Leap#
Leap has an unused hover setting with the ID 01. This routine makes them hover up and down in place. Their object ID is 0F.
Scarfy#
Scarfy has an unused behavior setting with the ID 03. It makes them rise from below the room and set themself to Kirby's current altitude. Their object ID is 05. 
Shadow Kirby#
Shadow Kirby has an unused setting with the ID 00. It prevents him from spawning. His object ID is 36. 
Shotzo#
Shotzo has an unused attack setting with the ID 01. It makes them shoot exclusively to the upper left section of the screen. Their object ID is 35. 
Squishy#
Squishy has two unused behavior routines, suggesting they were planned to make more than one appearance in-game. Their object ID is 04.
The first behavior setting is behavior 01, which makes them come out of nowhere and launch themself upwards, something they did in some stages of Kirby: Nightmare in Dream Land. 
The second behavior setting is behavior 02, which makes them hop in mid-air while chasing Kirby.
(Source: Vyroz)
Other#
Droppy#
Droppy has an unused "Mix" state that can be triggered by letting them absorb an ability ID that goes past Master's, such as 1B, which corresponds to the unused WAIT state. This will make them run as if they had absorbed an ability that can only be obtained from a Mid-Boss and adopt an incorrect palette. Absorbing Droppy while in this state successfully triggers a Mix on Kirby. 
(Source: Vyroz)
Gordo#
Despite being indestructible, Gordo has a set HP value of 2. Nothing can reduce their HP. The first five bytes of Gordo's parameter data are as follows:
00 00 00 00 02
The first two digits are the animations Gordo uses when hit, which default to one of their regular sprites. The last digit is their HP value.
(Source: Mugg1991's K&TAM Luascript Hitbox Viewer)
Scarfy#
Scarfy has two peculiar characteristics that go unused due to several scenarios in the game preventing them from ever happening.
First, if Scarfy is hit and recovers from knockback, they will start slowly descending potentially forever. They can still turn into their angry form if inhaled, which works as normal, but if its also hit in that state, it goes back to being a normal Scarfy. Nothing described here can happen due to Scarfy only having one health point, meaning that any hit will instantly KO them.
Second, when Scarfy touches a body of water, it will explode and leave behind a damaging hitbox. Whenever Scarfy died in previous Kirby games, such as Kirby Super Star and Kirby: Nightmare in Dream Land, they would leave an explosion behind when they were KO'd, which no longer happens in Amazing Mirror outside of this scenario. Instead, an enemy that has this exact same behavior is Foley, which will leave a damaging explosion behind when ithey are defeated. Scarfy cannot touch bodies of water in this game due to it never being close enough to one. Even when pushing it into water with the knockback from the hammer attacks from the Smash ability and letting it touch a surface will not leave a damaging explosion behind, and it will always explode like any other normal enemy.
Both of the examples are detailed in the gif below. 
(Source: Vyroz)
Shotzo#
Similarly to Gordo, Shotzo has a set HP value of 2. They're also an indestructible enemy. The first five bytes of Shotzo's parameter data are as follows:
05 05 64 00 02
The first two digits are the animations Shotzo uses when hit, which just default to their regular idle sprite. The last digit is their HP value.
Waddle Doo#
Waddle Doo has a speed setting for behavior 00 (walking and attacking) with unique effects that goes unused. The way an object's speed works is that it's dictated by a specific value in their room data, making them move or attack faster or slower. Waddle Doo with behavior 00 and a speed setting of 03 lets Waddle Doo walk and attack at a quick pace, which doesn't seem too special, but when doing so, they will use animation 0330 03, an unused animation specifically for Waddle Doo walking quickly. 
(Source: Vyroz)