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Kirby Fighters Deluxe is an expanded version of the Kirby Fighters subgame from Kirby: Triple Deluxe released as a standalone game through the Nintendo 3DS eShop. It's a platform fighter that shares some gameplay elements with the Super Smash Bros. series, but with some good ol' Kirby VS. Kirby VS. Kirby VS. Kirby action. It later got a sequel for the Nintendo Switch under the name of Kirby Fighters 2.
Unused Animations#
Most enemies and characters have all of their animations (including unused ones) returning from Kirby: Triple Deluxe. Only new unused animations will be documented, with a few notable exceptions being made.
Dyna Blade#
Dyna Blade has a test animation titled "TopL" that consists of her hovering slowly in a default stance. The result is very... frightening.

(Source: Vyroz)
Unused Moves#
Some abilities still have animations and even code for moves that appeared in Kirby: Triple Deluxe, but were cut in this game.
Bell#
Despite having all of its Mint code removed, Bell still has animations for the moves "Floating Ring-ding" and "Underwater Twin Ring-ding".



Hammer#
Like with Bell, Hammer has an animation for the move "Underwater Wheel". All the Mint related to it was removed as well. 
Ninja#
Ninja's ability to execute the "Quad Shock" move in the air like in Kirby's Return to Dream Land is still present in the game. It was also originally unused in Triple Deluxe as well as the original Kirby Fighters. The move is disabled by the "isGround" Mint instruction in the "TryToChangeState(Scn.Fight.Hero.Obj)" function, exactly like it was in the previous two games, and it even correctly calls the unused animation introduced in Triple Deluxe.
bool TryToChangeState(Scn.Fight.Hero.Obj)
fenter 5, 1, 2
ldfrsr 15, r1
callnt Scn.Fight.Hero.Obj.footState()
ldsrfz r3
ldfrsr 15, r3
callnt GObj.FootState.isGround()const
Removing the last line of code shown above makes the move work in the air.
New to this game, the move also has an extra function for the boss fights, "TryToChangeStateVSDedede(Scn.Fight.Hero.Obj)", where it also contains the same instruction telling it to only activate in the ground in the exact same way. Removing that instruction will also let the move work against Kracko and Team Dedede.
Sword#
Like in the original Kirby Fighters, the leftover SChara and code for Sword Kirby's "Sword Beam" move is completely intact in this game, located in Fight.Hero.Sword.SwordUtil.ReqSwordBeam(Scn.Fight.Hero.Obj). It's still unusable for the same reason as the previous game: There's no code calling the requestor in the Scn.Fight.Hero.Sword.StateAttack.procAnim() function. Adding the following code to it restores it.
swordbeam:
ldofa4 r3, r0, this.mObj
ldfrsr 15, r3
callnt Scn.Fight.Hero.Obj.scriptTrigger()
ldsrfz r2
ldsrc4 r3, 0x3
ldfs2 15, r2, r3
callnt GObj.ScriptTrigger.get(uint)const
ldsrfz r1
jmpneg r1, loc_000000c8
ldofa4 r1, r0, this.mIsAttackCollided
ntbool r1, r1
jmpneg r1, loc_000000c8
ldofa4 r2, r0, this.mObj
ldfrsr 0, r2
call Scn.Fight.Hero.Sword.SwordUtil.ReqSwordBeam(Scn.Fight.Hero.Obj)
If successfully inserted, the move will be restored with all of its intended functionality. This would be the last time Sword Beam would have mostly full functionality in the Fighters sub series, as Kirby Fighters 2 does not use a requestor to store the properties of the move. Instead, all of the code, including the calls to the projectile and the HP threshold are all handled in Sword's StateAttack since Kirby: Planet Robobot, and the version of that state from Fighters 2 does not contain any leftovers.
And lastly, Sword has an animation for "Underwater Spin". Its situation is no different to that of Bell and Hammer's. 
(Source: Vyroz)
Unused SCharas#
Like in Kirby Fighters, there are a few SChara listings that went unused. There are fewer this time around, however, as they completely removed the Star Bullet projectiles from the original game. The order of the projectiles below is based on their internal hexadecimal ID.
SwordBeam#
SwordBeam's ID is 0x60, and consists of the beam that Sword Kirby is able to shoot with full health in mainline Kirby games when using Overhead Slash, as previously covered. The SChara ID was even updated in this game from its original value of 0x26. 
ThrownHammer#
ThrownHammer's ID is 0x63, and consists of the hammer that's shot out of Hammer Kirby's hands when using Hammer Throw in mainline Kirby games. This is a leftover from the original Kirby Fighters, and it retains its massive damage, knockback, and hitstun. 
VacuumedBlock#
VacuumedBlock's ID is 0x64, and consists of the state a Star Block adopts while being inhaled by Kirby in Kirby: Triple Deluxe... Or at least that's what it would be, but the game crashes when attempting to summon it due to the model file for the Star Block not being present in this game. The function "void Init(Scn.Fight.CharaUtil.ModelDesc)" under Scn.Fight.Hero.SChara.VacuumedBlock references the path "STD/Step/Gimmick/BlockStar" as the location of the Star Block's model. However, the "Gimmick" graphics folder does not exist in Kirby Fighters Deluxe.
However, if a graphics folder named "Gimmick" is inserted into Kirby Fighter Deluxe 's filesystem and the BlockStar.bch.cmp model file is ported over directly from Kirby: Triple Deluxe into the newly created Gimmick folder, the game will successfully call the model into the scene, and the projectile will work as usual, spawning in and staying on-screen with no collision. 
WaterPistol#
WaterPistol's ID is 0x67, and consists of the Water Gun attack Normal Kirby can perform in mainline Kirby games while underwater. There's no water in this game, so of course, it can never be spawned by normal means. Since its behavior is the same as in Kirby: Triple Deluxe, that means the projectile cannot exist for many frames, but it can still damage foes at point-blank range. 
It's strange that the effects and the whole projectile in general were left over, considering the absence of water and the model file for the Star Block.
(Source: Vyroz)
Unused Graphics#
Original Bubbly Clouds Leftovers#
The background of Bubbly Clouds in the original Kirby Fighters was completely different. It actually borrowed assets from Kirby Super Star Ultra. In this game, the whole background has been completely overhauled. However, the textures for the original background still reside within the model file for the stage, located in RomFS/gfx/STD/Fight/Decoration/BubblyClouds/BG.bch.cmp.
There are some parts of the texture that are used, but they have been removed here for the sake of clarity.
(Source: Vyroz)
Unused Debugging Features#
Once again, some debugging material made its way into the game.
DebugFreeMove#
"DebugFreeMove" from the original Kirby Fighters is back, and it works pretty much the same, allowing Kirby to pass through stage terrain while being invulnerable. While in this state, Kirby flashes white. It's under Scn.Fight.Hero.Common, having the animation script "AnimScriptDebugFreeMove" and the state script "StateDebugFreeMove". 
Like in Kirby: Triple Deluxe, the state contains some debugging messages set by the developers to be displayed on the game's debugging console, but they're not set to appear on a 3DS.
Message (Japanese) |
Translation |
|---|---|
"自由移動中 ('SELECT+A'で解除, 'R'で高速移動) " |
"Free Movement (Press 'SELECT+A' to cancel, 'R' for fast movement)" |
"地形判定[有効] ('L'で切り替え)" |
"Collision Detection [Enabled] (Switch with 'L')" |
"地形判定[無効] ('L'で切り替え)" |
"Collision Detection [Disabled] (Switch with 'L')" |
"レーン[前] ('X'で切り替え)" |
"Lane [In front] (Switch with 'X')" |
"レーン[後] ('X'で切り替え)" |
"Lane [In the back] (Switch with 'X')" |
"(このステップは1レーンしかないためレーン切り替えはできません)" |
"(This Step has only one lane, so lane switching is not possible.)" |
Once again, these listed controls do not work. The only available options are to slide around with the Circle Pad or the D-Pad.
Like in Kirby Fighters, there are multiple quirks when this state interacts with mechanics exclusive to the fighting games. Kirby can interact with items (excluding Carry Items and Action Stars, unless the stars are activated by others). Food and Invincibility Lollipops will work like normal, while the visual effects for slowdown and speed-up from the Action Star and the Dash Shoes will be applied, but won't have actual gameplay effects. The Mint Leaf, Mikes, and getting flattened by the Squeaky Hammer Machines in Factory Tour will also work as usual, which means Kirby will be out of the debugging state. Other hazards that can knock out Kirby out of the state are the Waddle Dee Trains in the new Waddle Dee Train Tracks stage, which can either launch him into the screen when coming from the background, or knock him away when coming from the sides. Strangely, despite also being able to launch Kirby into the screen, the Springy Hands fron Springy Hand Land won't have any effect on Kirby. Finally, he can also be slightly pushed around by other Kirbys and be moved by Butter Building's rotation, and, if any CPU Kirby is put into the state, they will not move, even at the highest AI level.
DebugSquatWait#
Like in Kirby Fighters, Archer has an unused debug move meant to test the cardboard cutouts of the "Camouflage" move, making the move cycle through all the available models it can display. It's under Scn.Fight.Hero.Sniper, formed by the animation script "AnimScriptDebugSquatWait" and the state script "StateDebugSquatWait". 
It also contains a debugging message set by HAL Laboratory for the debugging console.
Message (Japanese) |
Translation |
|---|---|
"書き割り確認用モード Actionボタンでモデル切り替え" |
"Prop Check Mode - Switch models with the Action Button" |
Other#
Found in RomFS/mint/Fight.bin.cmp, two Mint debug scripts are mentioned under Scn.Fight.Debug, called "DamageMonitor" and "GeneralDrawer", but they're completely empty. Additionally, one more empty script is mentioned in Scn.Fight, called "DebugFightSettingProxy".
(Source: Vyroz)
Unused Ability Constants#
Fight.bin.cmp, the main Mint archive, has lots of unused Copy Ability animation constant entries under Scn.Fight.Hero.AnimKind. The abilities icluded are Ice, Crash, Stone, Spark, Spear, Fire, Wheel, and Stone.
Ability |
Constant Name |
|---|---|
Ice |
|
Crash |
|
Stone |
|
Spark |
|
Spear |
|
Fire |
|
Wheel |
|
The constants for Spear eventually got used in the game's sequel thanks to Bandana Waddle Dee's inclusion as a playable character.
Unseen Stage Elements#
Various stages have some extra geometry with astonishing amounts of detail that the player isn't normally able to see.
Bubbly Clouds#
The beautiful space background corresponding to Bubbly Clouds extends a lot vertically and horizontally.
Springy Hand Land#
Similarly, Springy Hand Land's background wall is massively tall.
Fountain of Dreams#
The Fountain of Dreams's skybox has a strange darkish cyan texture at the bottom. Additionally, the grassy terrain stretches very far horizontally.
Secret Fountain of Dreams#
The secret Fountain of Dreams has much more sky than what the player can see.
(Source: Vyroz)
Unused Music#
This game doesn't have "true" unused music, but there are some interesting cases.
The game's music directory, RomFS\snd\stream, has 6 unused music files that are MONO-channel, lower quality versions of other tracks in the game. The Download Play version of the game, which is a whole separate 3DS executable file, does have these low quality tracks (and has even more) to save space. However, the regular, non-Download Play version of Kirby Fighters Deluxe never makes use of these duplicates.
DANCEGB2MONO22050.dspadpcm#
A shortened version of "Kirby Dance" from Kirby's Dream Land, whose regular version used when someone wins a fight. The filename contains a few numbers dictating the track's sample rate of 22050 Hz, compared to the base track's sample rate of 32000 Hz.
FANF7MONO22050.dspadpcm#
"Too Bad..." from Kirby's Return to Dream Land, whose regular version is used when the player is KO'd in single player or ties with another player in multiplayer modes. Has the same sample rate numbers.
HEITI1MONO22050.dspadpcm#
"Floral Fields" from Kirby: Triple Deluxe, whose regular version is used in Waddle Dee Train Tracks. Has the same sample rate numbers.
MUTEKIOLD1MONO22050.dspadpcm#
"Invincible Candy" from Kirby's Return to Dream Land, whose regular version is used when Kirby is invincible. Has the same sample rate numbers.
PZSUPER1MONO22050.dspadpcm#
A shortened version of "Bring On the Super Ability" from Kirby's Return to Dream Land, whose regular version is used when the player fires the Team Cannon. Has the same sample rate numbers.
VSADMONO.dspadpcm#
An arrangement of Adeleine's version of "Battle with Friends" from Kirby 64: The Crystal Shards first introduced in this game, whose regular version is used when in the Copy Ability and Stage Select menus. Only track to not have a sample rate indicator.
(Source: Vyroz)
Unused Text#
The text of this game is found at RomFS\msg\[language folder].
Name.msbt#
This file contains the names of abilities and playable characters.
Entry |
Japanese |
American English |
European English |
Canadian French |
European French |
German |
Italian |
Latin American Spanish |
Iberian Spanish |
Korean |
|---|---|---|---|---|---|---|---|---|---|---|
ComputerNum4 |
CP4 |
CPU4 |
CPU4 |
ORDI 4 |
ORDI 4 |
CPU4 |
CPU4 |
ADV. 4 |
CPU. 4 |
CP4 |
As in Triple Deluxe, text for a possible fourth CPU exists despite the game making it impossible to start a match with four computer players, as one of the players must be controlled by a real player. This is not a simple leftover, however, as the file where this is contained is completely different to the previous game's own file. It's likely the developers tried to revisit the idea of matches fully comprised of CPUs, or maybe it's simply a remnant from development where four CPUs could be set up to duke it out.
(Source: Vyroz)
Unused Scene Data#
The FDG archive, which is located in RomFS/fdg/Archive.bin.cmp, has some asset preload data that doesn't get used in the game due to being related to files from Kirby: Triple Deluxe that got removed before release.
Data |
Dependencies |
Asset List |
|---|---|---|
|
None |
lyt/Pause/PageWMap.arc.cmpbin |
|
None |
lyt/Pause/PageWMap.arc.cmpbin |
|
None |
lyt/Pause/PageWMap.arc.cmpbin |
|
None |
lyt/Pause/PageWMap.arc.cmpbin |
|
None |
lyt/Pause/PageWMap.arc.cmpbin |
|
None |
lyt/Pause/PageWMap.arc.cmpbin |
(Source: Worm358)
Regional Differences#
Items#
|
Japanese |
International |
|---|---|
|
|
|
Like in the original Kirby Fighters, the Sweet Potato model from the Japanese version of the game was changed to a Mint Leaf in International releases of the game. The same thing happens in Kirby Fighters 2.
Stage Names#
All of the stages had their names changed for other languages.
Japanese |
English |
French |
German |
Italian |
Spanish |
Korean |
|---|---|---|---|---|---|---|
Normal Land (ノーマルランド) |
Flower Land |
Terres Fleuries |
Land der Blumen gewählt |
Prato fiorito |
Prado florido |
Flower Land (플라워 랜드) |
Boioioing Hand Stage (ボヨヨンハンドステージ) |
Springy Hand Land |
Mains à ressort |
Federhand-Land |
Casa delle mani a molla |
Casa de las manos resorte |
Spring Hand Stage (스프링 핸드 스테이지) |
Castle Lololo (キャッスルロロロ) |
Castle Lololo |
Château Lololo |
Schloss Lololo |
Castello Lololo |
Castillo Lololó |
Castle Lolo (캐슬 로로) |
Coo's Forest (クーの森) |
Coo's Forest |
Forêt de Coo |
Coo-Wald |
Foresta di Coo |
Bosque de Coo |
Coo's Forest (쿠우의 숲) |
Dedede Ring (デデデリング) |
Dedede Arena |
Ring de Dadidou |
Dedede-Ring |
Ring Dedede |
Ring de Dedede |
Dedede Ring (디디디 링) |
Factory Inspection (こうじょうけんがく) |
Factory Tour |
Visite d'Usine |
Betriebsbesichtigung |
Visita alla fabbrica |
Visita a la fábrica |
Factory Excursion (공장 견학) |
Bubbly Clouds (バブリークラウズ) |
Bubbly Clouds |
Nuages Mousseux |
Kugelwolken |
Soffici nuvole |
Nubes Pastel |
Bubbly Cloud (버블리 클라우드) |
Dyna Blade's Nest (ダイナブレイドの巣) |
Dyna Blade's Nest |
Nid Dyna Blade |
Dyna-Blade-Nest |
Nido di Dyna Blade |
Nido de Dyna Blade |
Dyna Blade's Nest (다이나 블레이드의 둥지) |
Butter Building (バタービルディング) |
Butter Building |
Tour de Beurre |
Buttertürmchen |
Palazzo di burro |
Edificio de mantequilla |
Butter Building (버터 빌딩) |
Haldrabo Volcano (ハルドラボ火山) |
Haldera Volcano |
Volcan Haldera |
Haldera-Vulkan |
Vulcano Haldera |
Volcán Haldera |
Haldrabo Volcano (할드라보 화산) |
Fountain of Dreams (夢の泉) |
Fountain of Dreams |
Fontaine des Rêves |
Traumbrunnen |
Fontana dei sogni |
Fuente de los sueños |
Fountain of Dreams (꿈의 샘) |
Waddle Dee Train (ワドルディトレイン) |
Waddle Dee Train Tracks |
Train Waddle Dee |
Waddle-Dee-Gleise |
Binari di Waddle Dee Tren |
Vías del tren de Waddle Dee |
Waddle Dee Train (웨이들 디 기차) |
English Text Differences#
While Kirby Fighters Deluxe doesn't have much text, the American English and European English version have various differences within their messages. Many of them are very slight changes, such as changing the formatting, changing the hyphens, replacing every instance of "Color" with "Colour", or correcting various grammatical quirks. As such, not-so-obvious changes will be highlighted.
Save Data#
When the game tries to re-create save data, the text that is displayed is slightly different between regions.
American English |
European English |
|---|---|
Re-create save data? |
Recreate save data? |
Re-creating save data. Please wait. |
Recreating save data. Please wait. |
Menu Buttons#
Two buttons in the options menu were changed in the European version to display different text.
|
America |
Europe |
|---|---|
|
|
eShop Window#
The text that displays when pressing the eShop button in the options menu was revised for the European release.
American English |
European English |
|---|---|
Do you want to quit the game and go to the Kirby: Triple Deluxe page in Nintendo eShop? |
Do you want to visit the Kirby: Triple Deluxe page on Nintendo eShop to see where this game began? |
Deletion of Save Data#
A single message that pops up when the player attempts to delete their save data differs between versions.
American English |
European English |
|---|---|
Are you sure about that? |
You sure about that? |
CPU Adjustment#
The explanation message for the CPU adjustment screen was changed in the European version.
American English |
European English |
|---|---|
You can change the computer-player settings here. Select OK when you're finished. |
You can change the AI Settings here. Select OK when you're finished. |
Wireless Switch#
The message that shows up when the player tries to enter multiplayer mode but the wireless communication isn't active is different.
American English |
European English |
|---|---|
Please enable wireless communication. |
Please push the wireless switch to enable wireless communication. |
Tips#
Some loading screen tips were changed in the European version of the game.
American English |
European English |
|---|---|
To use a rare outfit, press X on the ability-selection screen! |
To use a rare outfit, press X on the ability selection screen! |
Pick up food and go near your buddy to restore their health! |
Pick up food and approach your buddy to restore their health! |
Pause Screen#
Various pause screen text elements were changed in the European version.
American English |
European English |
|---|---|
End the game and return to the ability-selection screen? |
End the game and return to the ability selection screen? |
[Sword] The undisputed king of melee weapons. Drill Stab, Down Thrust, Spin Slash — the list goes on. Finish with a Sword Dive, and then raise your blade to the heavens and let out a war cry! |
[Sword] It is the undisputed king of melee weapons. Drill Stab, Down Thrust, Spin Slash - the list goes on. Finish with a Sword Dive, then raise your blade to the skies and let out a war cry! |
[Hammer] A giant hammer on loan from the king himself. Crush hard things into dust, or pound enemies into shape. Send out a fiery burst with a special technique—the decisive Hammer Flip! |
[Hammer] A giant hammer on loan from the king himself. Crush hard things into dust, or pound enemies into shape. Send out a fiery burst with a special technique - the decisive Hammer Flip! |
[Beam] Unleash a sizzling beam of energy! Use the Capture Beam when near an enemy, or use the Beam Blast in midair, and then finish off your foe with a Wave Beam! |
[Beam] Unleash a sizzling beam of energy! Use the Capture Beam when near an enemy, or use the Beam Blast in mid-air, and then finish off your foe with a Wave Beam! |
[Archer] Wait for the right moment, and open fire. Hide in the shadows, and become a Sharpshooter! Use precision aiming to fire upward, across, and diagonally. |
[Archer] Wait for the right moment, then open fire. Hide in the shadows, and become a Sharpshooter! Use precision aiming to fire upward, across, and diagonally. |
[Beetle] A flash of light reflects off its horn as the king of bugs soars through the sky! After charging your enemies to grab them with your horn, you can slam them into the ground! |
[Beetle] A flash of light reflects off its horn as the king of bugs soars through the sky! After charging at your enemies to grab them with your horn, you can slam them into the ground! |
[Bell] Ring dong, ding dong! It's a golden bell. Shake it, and a strange tone issues forth. Talk about stunning conclusions—get a load of the Ding Finale! |
[Bell] Ring dong, ding dong! It's a golden bell. Shake it, and a strange tone issues forth. Talk about stunning conclusions - get a load of the Ding Finale! |
[Random] Which ability will you get? You won't know until you start—that's the thrill of a random ability! The only sure thing is your own skill. A random ability is a good test! |
[Random] Which ability will you get? You won't know until you start playing - that's the thrill of it! The only sure thing is your own skill, so stay on your toes! |
[A Kirby Battle Royal!] Introducing new team-battle mode! Push your favorite ability to the limit in tons of new stages! Up to four players can join, so put together your dream team and go head-to-head! |
[A Kirby Battle Royal!] Push your favourite ability to the limit in tons of extra stages and new team battles. With up to four Kirbys joining the fray, get ready for some frantic fighting action! |
[VS Kracko] In a battlefield full of Kirby fighters, here comes an imposing challenger! Watch out for his view-blocking attacks! Fight as a team to knock him out as quickly as you can! It's a Time-Attack Boss Battle! |
[VS Kracko] In a battlefield full of Kirby fighters, here comes an imposing challenger! Fight as a team to knock him out as quickly as you can, and watch out for his view-blocking attacks! |
[VS Kracko] YOU...! Did you think I'd forget?! The time you smashed into me with your Hi-Jump! That time I was betrayed by Helpers! Or when I was replaced by that mechanical cloud! I-I... Sniff... there's something in my eye... |
[VS Kracko] "YOU...! Did you think I'd forget?! The time you smashed into me with your Hi-Jump! That time I was betrayed by Helpers! Or when I was replaced by that imposter! I-I... Sniff... there's something in my eye..." |
[VS Team Dedede 24] Energized by the Fountain of Dreams, the original king is here with his team in tow, ready to cause a ruckus! He's hoping his royal pride and some solid teamwork will help him feel like a final boss once again! |
[VS Team Dedede 24] Energised by the Fountain of Dreams, the original king is here with his team in tow, ready to cause a ruckus! He's hoping his royal pride and some solid teamwork will help him feel like a final boss once again! |
[VS Team Dedede 64] The king is back, looking for a last shot at revenge. His team members may be miniature, but they sure mean business! "Hey! You pesky pink puffball! Are you ready for a team battle? Then let's go!" |
[VS Team Dedede 64] The king is back, looking for a last shot at revenge. His team members may be miniature, but they sure mean business! "Hey! You pesky pink-puffball! Are you ready for a team battle? Then let's go!" |
Unlocking Shadow Kirby#
When unlocking Shadow Kirby, one of the messages that shows up differs slightly between regions.
American English |
European English |
|---|---|
Use Change Color on the ability-selection screen in Multiplayer or Training mode to pick Shadow Kirby! |
Use Change Colour on the ability selection screen in Multiplayer or Training mode to pick Shadow Kirby! |
Oddities#
- The filenames for Bomber's textures in this game, along with Kirby: Triple Deluxe and Kirby: Planet Robobot have the Ch prefix despite the fact that Bomber was completely absent in the original version of Kirby's Return to Dream Land, combined with the fact that the textures also aren't compatible with the Super Smash Bros. Brawl model, where the prefix is both mainly used.
Internal Project Name#
The game's Internal Name is "Pizza", according to the sound archive and a file called ExHeader.bin.
(Source: Vyroz)
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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 | |