the cutting room mirror

Unused Music and Sounds

This is a sub-page of Kirby & the Amazing Mirror.

The main songtable is located at 00B253E0 in the Japanese version, 00B64334 in the European version, and 00B59ED0 in the American version.

Unused Music#

You can force the themes to load with the following Cheat Code.

Version

Code

All Versions

02023518:XX

Just replace "XX" with any of the IDs documented below and enter another room, or reset the game to hear it in the Central Circle.

Unused Unique Themes#

Address (JP)

Address (EU)

Address (US)

Table

00B25530

00B64484

00B5A020

Header

00D1D36C

00D5C2C0

00D51E5C

This theme, selectable as track 41 in the Sound Player, can never be heard in-game. Judging by its location on the Sound Player, it was most likely supposed to be used when beating the Boss Endurance Sub-Game. Its ID is 2A.

(Source: Mugg1991)

Unused Alternate Themes#

Crackity Hack#

Address (JP)

Address (EU)

Address (US)

Table

00B25520

00B64474

00B5A010

Header

00D1C338

00D5B28C

00D50E28

Another version of Crackity Hack's theme, which is nearly identical to the used version except for the volume of the bass in this one being 14 units higher. It's present in the Sound Player as track 39. Its ID is 28.

Speed Eaters#

Address (JP)

Address (EU)

Address (US)

Table

00B25528

00B6447C

00B5A018

Header

00D1D114

00D5C068

00D51C04

Selectable as track 40 in the Sound Player, this theme is a slightly different version of the regular Speed Eaters theme. It features more marimba and more reverb on various instruments. Its ID is 29.

Forest/Nature Area#

Address (JP)

Address (EU)

Address (US)

Table

00B25570

00B644C4

00B5A060

Header

00D1DE98

00D5CDEC

00D52988

An alternate version of the theme "Forest/Nature Area" with the ID 32. It has an extra track that consists of a delayed copy of the steelpan instrument, giving the song a reverb effect, and a very odd flute instrument is heard bouncing to the rhythm of the song. This is the result of an undefined Voicegroup making track 1 default to Voicegroup 0, the flute instrument. If the 67th Voicegroup is defined instead, the track will allow the theme to gain extra percussion. If this theme is forced into the game, this extra track will be disabled.

Castle/Building Area#

Address (JP)

Address (EU)

Address (US)

Table

00B25578

00B644CC

00B5A068

Header

00D1E620

00D5D574

00D53110

A version of the theme "Castle/Building Area" with echo. Like, a lot of it. Basses are lowered one octave in the first position. Its ID is 33.

Ruins Area#

Address (JP)

Address (EU)

Address (US)

Table

00B25580

00B644D4

00B5A070

Header

00D1F360

00D5E2B4

00D53E50

An alternate version of the theme "Ruins Area" with echo, just like with "Castle/Building Area". Its ID is 34.

Boss Battle Theme#

Address (JP)

Address (EU)

Address (US)

Table

00B25588

00B644DC

00B5A078

Header

00D200D0

0D5F024

00D54BC0

A different version of the track "Boss Battle Theme". It has an extra track consisting of brass instruments that can barely be heard. It's the last song, and it's followed only by sound effects. Its ID is 35.

Disabled Instruments#

The track that plays during a Wave Ride match has some flute instruments disabled in-game. The location of these notes in the song's header starts at 00D1A21B in the Japanese version, 00D5916F in the European version, and 00D4ED0B in the American version. They randomly kick in at the middle of the theme, but appear to be unfinished. Like the unused version of "Forest/Nature Area", this is also the result of an undefined Voicegroup. If the flutes are replaced with the Voicegroup pertaining to the percussion instruments, it will gain a cymbal crash at the beginning of the song and a light hi-hat tap in the middle. It's unknown why the extra percussion track was cut, but it's likely the error with the Voicegroups might have caused it.

(Source: Vyroz, mizu2023 (undefined Voicegroup explanation))

Unused Sounds#

Enemy Inhaled#

This sound is used in the game's Demo and Kirby: Nightmare in Dream Land when Kirby successfully inhales an enemy. Strangely, this sound effect does not play in-game, effectively making it unused. It can still be selected as sound 2 in the Sound Player, and a similar sound is used by the Snooter enemy when eating something. The difference between both sounds is in their volume, as Snooter's version is 1 unit higher in volume, and that, despite sounding pretty much identical, they both use different samples of the same sound, as each sound uses a different Voicegroup.

(Source: Vyroz)

Unused Samples#

Many samples hide within the Voicegroups of the game. Samples are demonstrated below by playing them in an ascending note order.

Unique Samples

Sound

Leftover Samples

Sound

(Source: Vyroz)