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Kirby Mass Attack

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Unused Graphics#

Unused Objects#

To do:

10-Kirby Painting#

KMA_10KirbyPainting_Idle.gif KMA_10KirbyPainting_Activate.gif KMA_10KirbyPainting_Pummel.gif KMA_10KirbyPainting_Debris.png
A painting depicting King Dedede that would have required 10 Kirbys to remove. It would have been used in Dedede Resort Stage 10 alongside all the other paintings, but a 10-Kirby elevator in said stage renders it pointless.

Avalanche#

KMA_57618.png KMA_Avalanche.png
Presumably an unused obstacle meant for the unused Frozen Field level (or just any snow level in general).

Minecart/Sled#

KMA_Minecart.gif KMA_Sled.png KMA_KirbysInMinecart.gif KMA_MinecartDamage.png
A minecart level and a simillar sled level appear to have been planned, but these were scrapped decently far into development. There exists particles for both of these vehicles should one have taken damage, and sprites for the Kirbys fitting inside.

Unused Items#

To do:
*A larger chest that resembles the big chests from Kirby Squeak Squad.

Grape#

Grape escape. Grape contained. KMA_GrapePale.png
Grapes can be found alongside the other fruit in the game, but they go unused. They seem to have been scrapped very late into development, as they have official artwork.

Unused Enemies#

To do:

  • Provide animations, if any are present. Priority goes to Tortletummy, their description is getting lonely.
  • This section is missing several enemies and a couple enemy behaviors.
  • Remove the purple guidelines on the base Pytago sprites; they were provided by The Spriter's Resource, and are not part of the sprites themselves.
  • Are these enemies coded in?

Blipper#

KMA_Blipper.gif KMA_Blipper_Turn.gif KMA_Blipper_Pursue.gif KMA_Blipper_Attacking.gif KMA_Blipper_Chew.gif KMA_Blipper_SpitOut.gif Youch!
Curiously, while electrical Blippers are used in-game (albeit only twice), regular Blippers are not. It would have pursued and attempted to eat Kirbys. Purple guidelines are present in its animations, and it is fully shaded.

Block Dragon#

KMA_BlockDragon.gif KMA_BlockDragonHurting.gif KMA_BlockDragonAngry.gif
KMA_BlockDragonBody.gif
KMA_BlockDragonSpine.png KMA_BlockDragonDebris.png
Block Dragon is a very early version of King Eelongo, a miniboss fought in Dedede Resort Stage 5 and Volcano Valley Stage 9 in the final game. This version has one large, destructible segment type with arms instead of two on each side of the body, and there is also an animation with alternate arm placement. The shading is incomplete, particularly on the spine and the scales.

Bubble Fish#

KMA_BubbleFish.gif KMA_BubbleFishTurn.gif KMA_BubbleFishBlow.gif KMA_BubbleFishDefeat.png
True to its name, Bubble Fish would have swum around blowing bubbles (which would presumably harm the Kirbys to a degree). It is unclear which bubble graphics are used in association with this enemy.

Carryon#

KMA_CarryonTop.gif KMA_CarryonMid.gif KMA_Carryon.gif Onions have layers.
Carryon would have been surrounded in two onion layers, which would've been peeled off by the Kirbys. No graphics for being pummelled, attacking, or even being defeated exist, but every other related sprite seems finished.

Cidory#

KMA_CidoryIdle.gif KMA_CidoryCharge.gif KMA_CidoryAttack.gif KMA_CidoryStruggle.gif KMA_CidoryShakesOff.gif KMA_CidoryGroundShakesOff.gif KMA_CidoryDefeat.png
A large bee that would have rammed itself into the ground, leaving it vulnerable to attack. It seems to be complete, even having a sprite for being defeated and animations for shaking Kirbys off of it.

Early Blamboom#

KMA_BlamboomLargeMouth.gif KMA_BlamboomLargeMouthShoot.gif KMA_BlamboomLargeMouthDefeat.png KMA_BigBlamboomPegRotate.gif KMA_BigBlamboomPeg.png
An early itteration of Blamboom with a larger mouth and weakpoint.

Early Giga Clanksprout#

KMA-GigaClanksprout.png KMA_GigaClankproutParts.png
Giga Clanksprout's eye segment was originally covered in spikes and lacked the giant toothed jaws above the claw. Two versions of the claw segments are present, but one is unshaded and the other is entirely black.
KMA_GigaClankproutAlt.png
Additionally, this version also had an alternate orange palette, perhaps hinting that it was meant to be fought in a rematch like several other minibosses with second palettes are.

Early Ill Gate#

KMA_Bad_portal.png
An early version of Ill Gate, an enemy found in Volcano Valley Stage 7. Notably, this sprite is used in the Japanese-exclusive enemy rollcall at the end of the game, but it is absent from every other version.

Early Tortletummy#

Tortletummy
Tortletummy has animations for shrinking down multiple times when hit.

Early Skully#

KMA_SkullyShocked.gif KMA_SkullyPhone.gif KMA_SkullyBeamSmoke.gif
KMA_GiantSkully.gif KMA_SkullyBeam.gif KMA_GiantSkullyParticles.gif
An early Skully (notably having pupils) spotting the Kirbys and promptly calling for backup. In addition, a large Skully-related object exists that would have fired a large beam as an attack.

Gordo Bobber#

KMA_GordoBobber.gif
An aquatic variant of Gordos, heavily resembling a Blipper. In the final game, normal Gordos are used underwater instead.

Hammer Knight#

Resemblance in name to any other weapon-wielding knights is purely coindidental. KMA_HammerKnightWalk.gif KMA_HammerKnightFall.gif KMA_HammerKnightShield.png
Hammer Knight appears to be an earlier, much more basic version of Hamsturr, a miniboss present in Dedede Resort Stage 10. Oddly enough, it doesn't actually wield a hammer but a shield instead. It has animations for standing still, walking and falling down. The shading is incomplete.

Hoppin#

KMA_Hoppin.gif KMA_HoppinCharge.gif KMA_HoppinJump.gif KMA_HoppinTurn.png KMA_HoppinDefeat.png
A mole-like enemy that would have behaved like the Shoe Goombas from Super Mario Bros. 3.

Large Bloston/Mossy/Stickle#

Big Bloston Big Mossy Big Stickle
Large variants of Bloston, Mossy, and Stickle.

Pytago#

KMA-Pytago1.png KMA-Pytago2.png KMA-Pytago3.png KMA_PytagoAlt.png KMA_PytagoPlacehold.png
KMA_PytagoCharge.gif KMA_PytagoAltCharge.gif
KMA_PytagoHurt.gif KMA_PytagoAltHurt.gif
Pytago would have attacked by crushing Kirbys that wandered above or below it. It would have come in three different geometric shapes with two different orientations each, but only the igloo-shaped sprites are fully shaded. Placeholder sprites exist for each shape.

Rivahely#

A friendly fellow KMA_Rivahely_Spin.gif KMA_Rivahely_Hurting.gif (squish)
A tomato that stays in place and spins around as a form of attack. This enemy would have fit nicely into a Green Grounds stage.

Rocketon#

KMA_Rocketon.gif KMA_RocketonFlame.gif KMA_RocketonBeam.gif KMA_RocketonTakeoff.gif KMA_RocketonDefeat.png
Rocketon would have launched off of the ground and left a laser beam in its wake.

Spiky#

KMA_Spiky.gif KMA_SpikyPush.gif KMA_SpikyDefeat1.png KMA_SpikyDefeat2.png KMA_SpikyShield.gif
Spiky would have pushed a spiky shield towards the Kirbys if they were detected. It has two distinct death sprites, oddly enough.

Shuffler#

Shuffler
A demon-like enemy that could bunch itself up and cover itself in spikes. The sprites lack any shading.

Torroppon#

KMA_Toroppon.gif KMA_ToropponCharge.gif KMA_ToropponRevealDrill.gif KMA_ToropponDrill.gif
Torroppon would have pursued the Kirbys during the unused minecart stage, threatening them with a large drill. Only the cart is fully detailed.

Oohroo UFO#

UFO
A spacecraft that would charge up before firing a beam of energy. The UFO has unfinished shading, and the empty cockpit would have been occupied by a Space Oohroo.

Upsy#

KMA_Upsy.gif KMA_UpsyDefeat.png KMA_UpsyWind1.gif KMA_UpsyWind2.gif KMA_UpsyWindBullet.gif
Upsy would have sucked up wind/snow and blew it back out as a projectile. While it has a sprite for being defeated, it does not have an animation for being pummeled.

(Source: http://www.spriters-resource.com/ds_dsi/kirbymassattack/)

Unused Enemy Variations#

Blamboom#

KMA_BlamboomBasePurple.png
A purple palette swap of Blamboom's base.

Dice#

KMA_OrangeDice.png KMA_BigOrangeDice.png
An orange palette swap of Dice, which may have shot fireballs or Star Blocks at the player instead of ice blocks. A giant variant also exists.

Lady Ivy#

KMA_LadyIvyAngry.gif KMA_LadyIvySpikedBulb.gif
Lady Ivy has an animation for growling angrily, as well an an attack where she would stick spikes out from the bulb on her tail.

Mole#

KMA_MoleBG.gifKMA_MoleBGThrow.gif
A mole that would have thrown a bomb from the background.

Stickle#

KMA_PinkStickler.png KMA_PinkSticklerCharge.gif
A pink palette swap of Stickle capacle of leaping above the waterline. A giant version is present in Dedede Resort Stage 6, and the jumping sprites are used in the Japanese-exclusive casting call.

(Source: http://www.spriters-resource.com/ds_dsi/kirbymassattack/)

Unused Palette Swap Feature#

To do:

  • Why does the bottom screen have a different resolution than the top screen?
  • Several animations for these elements exist, such as applying colors to Kirby, Kirby blinking, and the paint blobs being selected.

Kirby's Canvas Curse? KMA-paletteselect.png
It seems you could originally unlock color palettes for Kirby, like in Kirby Squeak Squad. The graphics for the menu can still be found in the game, though they were never translated from Japanese and no background is present. Available colors would be indigo, cyan, grey, light pink, pink, red, orange, yellow, blue-green, green, purple, dark grey, and beige. This feature appears to have been scrapped fairly early, possibly due to confusion with the color-based health system of the Kirbys.

Unused Subgame Elements#

Strato Patrol EOS#

KMA_EOSCharacterHeader.png
KMA_EOSCharacterButtons.gif KMA_EOSCharacterSelect.png
Stratos Patrol was once planned to have a character select screen, with King Dedede being a second playable character.

KMA_EOSDedede.gif KMA_EOSDededeHurt.gif KMA_EOSDededePanicButton.gif
KMA_EOSDededeProjectile.gif KMA_EOSDededeProjPallettes.png KMA_EOSDededePanicProjectile.gif
Dedede would have played identically to Kirby, only differing in appearance. Like Kirby's star projectiles, Dedede's hammers would change pallettes depending on how many powerups were collected. The sprites for Dedede being stolen and for being defeated are actually used while fighting him in the Kirby Quest subgame, but here they are scaled down. Dedede's panic button projectile has rather choppy animation.

KMA_EOSPlasmaWisp.gif KMA_EOSPlasmaWispAttack.gif KMA_EOSPlasmaArrow.gif
In addition, Plasma Wisp was intended to appear as an enemy in the subgame. It would have shot plasma arrows as an attack.

Scrapped Kirby's Adventure Minigames#

KMA_CraneFeverGame.png KMA_EggCatcherGame.png

KMA_CraneFeverCollection.png KMA_EggCatcherCollection.png
Two minigames present in Kirby's Adventure were planned to be included as subgames, but only their backgrounds remain. The player would have been able to collect plushies and eggs to add to a collection.

Unused Screens#

To do:
There's more.

Unused Stage Screens#

A screen showing the inside of a castle, meant for Stage 10 of Dedede Resort.

A screen showing some icicles inside a cave, meant for Stage 9 of Dedede Resort.

A screen showing a mountainous area, most likely meant for a scrapped level.

A screen similar to the pervious one, except more zoomed out.

A screen showing the inside of a cave, most likely meant for the scrapped minecart level.

A screen showing some ruins, most likely meant for a level in Sandy Canyon.

A screen showing some chains and green cogwheels, meant for Stage 6 of Sandy Canyon. Interestingly, the same background is used for the Great Gear boss fight in Survival Rush.

A screen showing some clouds, most likely meant for Stage 1 of Dedede Resort, since the same clouds appear in said stage.

A screen showing some pumpkins, meant for Stage 4 of Volcano Valley.

A screen showing the inside of the ship seen in Stage 7 of Dedede Resort.

Another screen showing the inside of a cave, most likely meant for a Stage in Volcano Valley.

A screen showing a dark sky, most likely meant for a Stage in Necro Nebula.

Another scene showing a dark sky, albeit more purple. Once again, most likely meant for a Stage in Necro Nebula.

A screen showing stars in space, most likely meant for Stage 10 of Volcano Valley.

A screen showing the inside of some sort of machine, possibly the Oohroo spaceship found in Stage 10 of Volcano Valley.

Another space-themed screen, meant for one of the space stages.

Another screen showing some clouds, most likely meant for Stage 5 of Sandy Canyon, where the same clouds appear in the balloon segment of that level.

(Source: https://www.spriters-resource.com/ds_dsi/kirbymassattack/asset/75680)

Unused Hint#

An unused screen, in Japanese, with a hint about grabbing. The text translates to:

Can't grab on...

While hanging on to a star,
you cannot grab on to other things.

In-game, Kirbys can grab things even if they are hanging on to the star, but this hint indicates that might not have always been the case.

World Splash Screens#

KMA_Unused_splash_screens.png

There are four unused splash screens for every world in the game. Several differences can be seen here:

  • Green Grounds is called "Green Ground".
  • Dedede Resort is called "Dedede Land"; likely changed because it didn't sound very fitting. The letters are also yellow instead of light blue.
  • An unused world called "Frozen Field". There is no splash screen for Volcano Valley, suggesting that Frozen Field was replaced by it.

Placeholder Stage Select Image#

A placeholder stage select screen featuring a 3D render of Galatic NOVA, which is rather odd since this game is in 2D. The text translates to "Image does not exist".

Unused Music#

BGM_TORIDE#

A track that sounds like it might have fit into Strato Patrol EOS. "Toride" (砦) is Japanese for "fortress".

BGM_AFTER_BOSS#

A seemingly celebratory theme, using part of the main theme motif.

Development Text#

The following pieces of development text can be found in the ARM9 binary.

wadogo-00-1f
c:/home/wadogo/data/map.d/map

The "map" folder in the game's filesystem contains the levels.

Internal Project Name#

The project's internal name is "wadogo", according to the above development text and the filename of the SDAT file, "WADO_SND_new.sdat". The name also appears in the filenames of some press materials released by Nintendo.

Anti-Piracy#

Layer 1#

This game utilizes the DS Protect anti-piracy library to ensure that it is not being run off a flashcart or emulator. If any of the DS Protect checks fail, the game softlocks when entering a level by not having the game continue after the level start transition where the Kirbys enter the door to a stage.

Layer 2#

This game is also one of the very few to use the DS version of the MetaFortress anti-piracy system, which places hundreds of integrity checks across the game functions that check that it has not been patched to run on a flashcart. If any integrity checks mismatch what is expected, the game will hang and enter an infinite loop flickering the brightness of the bottom screen.

This is the only DS game to use both MetaFortress and DS Protect together.

(Source: TWiLightMenu AP-patched games list)

(Source: Original TCRF research)