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Kirby's Return to Dream Land

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Title Screen

Kirby's Return to Dream Land

Also known as: Hoshi no Kirby Wii (JP), Kirby’s Adventure Wii (EU/AU)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: Wii
Released in JP: October 27, 2011
Released in US: October 24, 2011
Released in EU: November 25, 2011
Released in AU: December 1, 2011
Released in KR: September 6, 2012


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
PiracyIcon.png This game has anti-piracy features.


PrereleaseIcon.png This game has a prerelease article

Kirby's Return to Dream Land is a Wii game that came out as the result of 3 games such as a 2.5D side-scroller akin to Kirby Super Star, a full 3D platformer, and a fully 2D cel-shaded styled platformer getting cancelled! The 2.5D side-scroller concept, however was retained in the final game. The challenge stages from the subsequent Kirby's Dream Collection use the same engine, as do the next three mainline games (Kirby: Triple Deluxe, Kirby: Planet Robobot, and Kirby Star Allies).

A remake (with a redesigned King Dedede & Meta Knight) called Kirby's Return to Dream Land Deluxe was released on Nintendo Switch in February 2023.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Provide details, add unused texture graphics, animations, and more. Also clean this up as well.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
KRTDL LvKirbyRIcon.png
Unused Graphics
RTDLSirKibbleWalkUnused.gif
Unused Animations
SoundIconKirbyRTDLWii.png
Unused Music & Audio
Why are there so many unused versions of the music?
KRTDL SphereDoomerIceBlizzardMain.gif
Unused Models
Some doors and projectiles here.

Debug Mode Remnants

Hitbox viewer

Hmmm...
To do:
Find a fix for game freezes when entering certain sub-games like The Arena including it's True counterpart and when picking up objects, such as keys.
  • Find codes for other regions if possible.

Although most debugging options were taken out, a hit-box viewer mode remains. It can be accessed with this code in the US version:

04356ADC 38600001

There are many different types of hitboxes, all with a different color:

  • Damaging hitboxes are colored red.
  • Yellow corresponds to hurtboxes.
  • Grab hitboxes are colored green.
  • Light green hitboxes don't allow the playable character to perform idle animations if they are near a damaging hitbox.

While it appears playable characters and enemies have orange hitboxes on them, they're actually a hurtbox and a damaging hitbox stacked on top of each other. Hitboxes will continue to display even when pausing.

KirbyRTDLHitboxViewerSample.png

Unused Movies

Trying to load any of these cutscenes in place of one with dialogue will cause the text of the latter to appear onscreen as the former plays.

Prototype_Movie_OP

This cutscene is almost identical to a part of the game's opening showing Magolor's spaceship, the Lor Starcutter, losing its parts, except there are a few effects missing as it exits the portal and it plays "Limitless Power". It cuts to a black screen as the mast floats away before the music fades out.

The name of this unused cutscene is at the bottom-right of the screen. "OP" might stand for "opening".

To view the movie in-game, select the cutscene "A Visitor from Afar" with this code in the Japanese version.

0476949C 4F70656E
047694A0 696E675F
047694A4 48512E6D

Prototype_Movie_ED

"Once Cleared, the Fun Begins" plays as the Lor Starcutter, missing several of its parts, floats in the middle of what seems to be a black void with faint white streaks in the background. The Lor's oars, left wing, right wing, emblem, and mast then appear one by one and attach themselves with a lightning effect. The star on the emblem glows and the cutscene fades to white before panning out to the Lor Starcutter resting on the ground and making various exterior shots. It then fades to black with plain white text stating "To Be Continued" before the music fades out as well. Oddly, there's a duplicate file of this movie under the filename "Ending_BitrateFixed.mo"

Much like Prototype_Movie_OP, the name of this cutscene is at the bottom-right corner of the screen. "ED" might stand for "ending".

To view the movie in-game, select the cutscene "Right Wing Restored!" with this code in the Japanese version.

047694B0 456E6469
047694B4 6E675F48
047694B8 512E6D6F
047694BC 00000000

To view the duplicate movie in-game, select the cutscene "Let Me Explain Everything" with this code in the Japanese version.

04769518 456E6469
0476951C 6E675F42
04769520 69747261
04769524 74654669
04769528 7865642E

Unnamed Cutscene

This cutscene starts with a countdown from 3 to 1 with white numbers on a black screen. It then plays out very similarly to Prototype_Movie_ED, except the black void now has a purple tone, the faint white streaks are much more visible pink and blue streaks, and it fades to black after the star on the emblem glows.

Unlike the other two unused cutscenes, this one has a logo in the top-left corner reading "HAL LABORATORY, INC." in a different font than the other two cutscenes' titles.

To view the movie in-game, select the cutscene "Left Wing Restored!" with this code in the Japanese version.

047694C4 4D6F7669
047694C8 65303830
047694CC 322E6D6F
047694D0 00000000

Unused Objects

Unused Switch

An unused but fully functional switch that functions similarly to switches that hang from ceilings.

(Source: Reserved)

Unused Enemy

A fully animated, pink plant enemy named Hearbell. Judging by its animations, it likely would have functioned very similarly to the Pacto enemy. It may have inspired the Pacflower enemy in Kirby: Triple Deluxe seen below.

KTD Pacflower.png

(Source: Nulog - #星のカービィWii 没敵「ヒアーベル」)


Unused Abilities

Super Spark

‎Super Spark Copy Ability

The only remnant of this lost ability is its Copy Ability texture. Unfortunately, the rest of this ability's remaining data, which is just its HUD icon was completely overwritten with the one for Ultra Sword. The Ultra Sword icon that overwrote Super Spark's icon is exactly the same as the one used for Ultra Sword in the actual game, likely suggesting that the HUD icon for Super Spark was overwritten later in development. Note that unlike the normal Spark ability, which has a cyan color palette, this graphic has a green color palette.

Super Cutter

‎Super Cutter Copy Ability

Several files related to the unused Super Cutter ability remain on the disc: the ability's icon, the HUD hat graphic, and the models for the hat and cutter weapon. It may have been scrapped because of its extreme similarity to the Ultra Sword ability. The HUD graphic also has the black outlines present in the E3 2011 gameplay footage.

(Source: Nulog - 星のカービィWii 没になったスーパー能力)

Kirby is also completely animated, as he has animations for throwing the Cutter and catching it. He only lacks the "AbilityGet" and "FirstAttack" animations.

Unused Scripting

Kirby's Return to Dream Land introduces a new scripting language called Mint, which is used in this and later Kirby games to describe large parts of the game's behavior. All the functions in Mint bytecode files have full names and type signatures. There are also leftover functions clearly from the development of Mint tooling, which overlapped with the game itself.

There exists a class User.Tsuruoka.MintTest with content

  • (static field) intVal of type int
  • (function) void func1()
  • (function) void func2()
  • (function) void Hello()
  • (function) int StaticReturnTest()

The bytecode for the Hello function performs two function calls: Mint.Debug.puts("Hello, World!!"); App.Alert.Print("こんにちわ、世界");

Removed Maps

The file fdg/Archive.dat contains, among other things, the paths to all of the game's map files, plus a whole 335 test and other maps which were completely removed before release:

map/step/test/bg/Aaa00.dat

map/step/test/bg/Airfort.dat
map/step/test/bg/Airisland.dat
map/step/test/bg/Airtemple.dat
map/step/test/bg/Airtemple2.dat
map/step/test/bg/Bridge.dat
map/step/test/bg/Cave.dat
map/step/test/bg/Cavenormal.dat
map/step/test/bg/Challenge.dat
map/step/test/bg/Challenge01.dat
map/step/test/bg/Challenge02.dat
map/step/test/bg/Challenge03.dat
map/step/test/bg/Challenge04.dat
map/step/test/bg/Challenge05.dat
map/step/test/bg/Challenge06.dat
map/step/test/bg/Challenge07.dat
map/step/test/bg/Desert.dat
map/step/test/bg/Factory.dat
map/step/test/bg/Final.dat
map/step/test/bg/Gckbeach.dat
map/step/test/bg/Gckcloud.dat
map/step/test/bg/Grass.dat
map/step/test/bg/Icebldg.dat
map/step/test/bg/Icecave.dat
map/step/test/bg/Landia.dat
map/step/test/bg/Lava.dat
map/step/test/bg/Levelmap1.dat
map/step/test/bg/Levelmap2.dat
map/step/test/bg/Levelmap3.dat
map/step/test/bg/Levelmap4.dat
map/step/test/bg/Levelmap5.dat
map/step/test/bg/Levelmap6.dat
map/step/test/bg/Levelmap7.dat
map/step/test/bg/Log.dat
map/step/test/bg/Lowper.dat
map/step/test/bg/Lowper2.dat
map/step/test/bg/Oasis.dat
map/step/test/bg/Pyrmid.dat
map/step/test/bg/Sea.dat
map/step/test/bg/Seatemple.dat
map/step/test/bg/Ship.dat
map/step/test/bg/Shooting.dat
map/step/test/bg/Snow.dat
map/step/test/bg/Subway.dat
map/step/test/bg/Sun.dat
map/step/test/bg/Volcano.dat
map/step/test/enemy/Ability01.dat
map/step/test/enemy/Ability02.dat
map/step/test/enemy/Ability03.dat
map/step/test/enemy/Ability04.dat
map/step/test/enemy/Ability05.dat
map/step/test/enemy/Ability06.dat
map/step/test/enemy/Ability07.dat
map/step/test/enemy/Ability08.dat
map/step/test/enemy/Ability09.dat
map/step/test/enemy/Ability10.dat
map/step/test/enemy/Ability11.dat
map/step/test/enemy/Ability12.dat
map/step/test/enemy/Ability13.dat
map/step/test/enemy/Ability14.dat
map/step/test/enemy/Ability15.dat
map/step/test/enemy/Ability16.dat
map/step/test/enemy/Ability17.dat
map/step/test/enemy/Ability18.dat
map/step/test/enemy/Ability19.dat
map/step/test/enemy/Ability20.dat
map/step/test/enemy/Ability21.dat
map/step/test/enemy/Ability22.dat
map/step/test/enemy/Ability23.dat
map/step/test/enemy/Ability24.dat
map/step/test/enemy/Ability25.dat
map/step/test/enemy/Ability26.dat
map/step/test/enemy/Ability27.dat
map/step/test/enemy/Ability28.dat
map/step/test/enemy/Ability29.dat
map/step/test/enemy/Ability30.dat
map/step/test/enemy/Ability31.dat
map/step/test/enemy/Ability32.dat
map/step/test/enemy/Ability33.dat
map/step/test/enemy/Ability34.dat
map/step/test/enemy/Ability35.dat
map/step/test/enemy/Ability36.dat
map/step/test/enemy/Ability37.dat
map/step/test/enemy/Ability38.dat
map/step/test/enemy/Boss01.dat
map/step/test/enemy/Boss02.dat
map/step/test/enemy/Boss03.dat
map/step/test/enemy/Boss04.dat
map/step/test/enemy/Boss05.dat
map/step/test/enemy/Boss06.dat
map/step/test/enemy/Boss07.dat
map/step/test/enemy/Boss08.dat
map/step/test/enemy/Boss09.dat
map/step/test/enemy/Boss10.dat
map/step/test/enemy/Capture01.dat
map/step/test/enemy/Capture02.dat
map/step/test/enemy/Capture03.dat
map/step/test/enemy/Capture04.dat
map/step/test/enemy/Capture05.dat
map/step/test/enemy/Capture06.dat
map/step/test/enemy/Food01.dat
map/step/test/enemy/Mboss01.dat
map/step/test/enemy/Mboss02.dat
map/step/test/enemy/Mboss03.dat
map/step/test/enemy/Mboss04.dat
map/step/test/enemy/Mboss05.dat
map/step/test/enemy/Mboss06.dat
map/step/test/enemy/Mboss07.dat
map/step/test/enemy/Mboss08.dat
map/step/test/enemy/Muteki01.dat
map/step/test/enemy/Muteki02.dat
map/step/test/enemy/Muteki03.dat
map/step/test/enemy/Muteki04.dat
map/step/test/enemy/Muteki05.dat
map/step/test/enemy/Muteki06.dat
map/step/test/enemy/Shooting01.dat
map/step/test/enemy/Shooting02.dat
map/step/test/enemy/Shooting03.dat
map/step/test/enemy/Shooting04.dat
map/step/test/enemy/Super01.dat
map/step/test/enemy/Super02.dat
map/step/test/enemy/Super03.dat
map/step/test/enemy/Super04.dat
map/step/test/enemy/Super05.dat
map/step/test/enemy/Zako01.dat
map/step/test/enemy/Zako02.dat
map/step/test/enemy/Zako03.dat
map/step/test/enemy/Zako04.dat
map/step/test/enemy/Zako05.dat
map/step/test/enemy/Zako06.dat
map/step/test/enemy/Zako07.dat
map/step/test/enemy/Zako08.dat
map/step/test/enemy/Zako09.dat
map/step/test/enemy/Zako10.dat
map/step/test/enemy/Zako11.dat
map/step/test/enemy/Zako12.dat
map/step/test/enemy/Zako13.dat
map/step/test/enemy/Zako14.dat
map/step/test/enemy/Zako15.dat
map/step/test/enemy/Zako16.dat
map/step/test/enemy/Zako17.dat
map/step/test/enemy/Zako18.dat
map/step/test/enemy/Zako19.dat
map/step/test/enemy/Zako20.dat
map/step/test/enemy/Zako21.dat
map/step/test/enemy/Zako22.dat
map/step/test/enemy/Zako23.dat
map/step/test/enemy/Zako24.dat
map/step/test/enemy/Zako25.dat
map/step/test/enemy/Zako26.dat
map/step/test/enemy/Zako27.dat
map/step/test/enemy/Zako28.dat
map/step/test/enemy/Zako29.dat
map/step/test/enemy/Zako30.dat
map/step/test/enemy/Zako31.dat
map/step/test/enemy/Zako32.dat
map/step/test/enemy/Zako33.dat
map/step/test/enemy/Zako34.dat
map/step/test/enemy/Zako35.dat
map/step/test/enemy/Zako36.dat
map/step/test/enemy/Zako37.dat
map/step/test/enemy/Zako38.dat
map/step/test/gimmick/Block01.dat
map/step/test/gimmick/Block02.dat
map/step/test/gimmick/Block03.dat
map/step/test/gimmick/Block04.dat
map/step/test/gimmick/Field01.dat
map/step/test/gimmick/Field02.dat
map/step/test/gimmick/Field03.dat
map/step/test/gimmick/Field04.dat
map/step/test/gimmick/Field05.dat
map/step/test/gimmick/Field06.dat
map/step/test/gimmick/Field07.dat
map/step/test/gimmick/Field08.dat
map/step/test/gimmick/Field09.dat
map/step/test/gimmick/Field10.dat
map/step/test/gimmick/Field11.dat
map/step/test/gimmick/Field12.dat
map/step/test/gimmick/Field13.dat
map/step/test/gimmick/Field14.dat
map/step/test/gimmick/Field15.dat
map/step/test/gimmick/Field16.dat
map/step/test/gimmick/Field17.dat
map/step/test/gimmick/Field18.dat
map/step/test/gimmick/Field19.dat
map/step/test/gimmick/Field20.dat
map/step/test/gimmick/Field21.dat
map/step/test/gimmick/Other01.dat
map/step/test/gimmick/Other02.dat
map/step/test/gimmick/Other03.dat
map/step/test/gimmick/Other04.dat
map/step/test/gimmick/Other05.dat
map/step/test/gimmick/Other06.dat
map/step/test/gimmick/Other07.dat
map/step/test/gimmick/Other08.dat
map/step/test/gimmick/Other09.dat
map/step/test/gimmick/Other10.dat
map/step/test/gimmick/Other11.dat
map/step/test/gimmick/Other12.dat
map/step/test/gimmick/Other13.dat
map/step/test/gimmick/Other14.dat
map/step/test/gimmick/Other15.dat
map/step/test/gimmick/Other16.dat
map/step/test/gimmick/Other17.dat
map/step/test/gimmick/Other18.dat
map/step/test/gimmick/Other19.dat
map/step/test/gimmick/Other20.dat
map/step/test/gimmick/Other21.dat
map/step/test/gimmick/Other22.dat
map/step/test/gimmick/Other23.dat
map/step/test/gimmick/Other24.dat
map/step/test/gimmick/Other25.dat
map/step/test/gimmick/Other26.dat
map/step/test/gimmick/Other30.dat
map/step/test/hero/Ability00.dat
map/step/test/item/Ability01.dat
map/step/test/item/Ability02.dat
map/step/test/item/Ability03.dat
map/step/test/item/Ability04.dat
map/step/test/item/Ability05.dat
map/step/test/item/Ability06.dat
map/step/test/item/Ability07.dat
map/step/test/item/Ability08.dat
map/step/test/item/Ability09.dat
map/step/test/item/Food01.dat
map/step/test/item/Food02.dat
map/step/test/item/Other01.dat
map/step/user/akaike/Test00.dat
map/step/user/akaike/Test01.dat
map/step/user/akaike/Test02.dat
map/step/user/akaike/Test03.dat
map/step/user/akaike/Test04.dat
map/step/user/akaike/Test05.dat
map/step/user/akaike/Test06.dat
map/step/user/akaike/Test07.dat
map/step/user/akaike/Test08.dat
map/step/user/akaike/Test09.dat
map/step/user/atono/Test00.dat
map/step/user/atono/Test01.dat
map/step/user/atono/Test02.dat
map/step/user/endo/Test00.dat
map/step/user/endo/Test01.dat
map/step/user/endo/Test02.dat
map/step/user/fujiura/Test00.dat
map/step/user/fujiura/Test01.dat
map/step/user/fujiura/Test02.dat
map/step/user/fukunaga/Test00.dat
map/step/user/fukunaga/Test01.dat
map/step/user/fukunaga/Test02.dat
map/step/user/h_itoh/Test00.dat
map/step/user/h_itoh/Test01.dat
map/step/user/h_itoh/Test02.dat
map/step/user/hasiguti/Test00.dat
map/step/user/hasiguti/Test01.dat
map/step/user/hasiguti/Test02.dat
map/step/user/hasikura/Test00.dat
map/step/user/hasikura/Test01.dat
map/step/user/hasikura/Test02.dat
map/step/user/hondayu/Test00.dat
map/step/user/hondayu/Test01.dat
map/step/user/hondayu/Test02.dat
map/step/user/ishiguro/Test00.dat
map/step/user/ishiguro/Test01.dat
map/step/user/ishiguro/Test02.dat
map/step/user/kamitake/Test00.dat
map/step/user/kamitake/Test01.dat
map/step/user/kamitake/Test02.dat
map/step/user/kamitake/Test03.dat
map/step/user/kamiyama/Test00.dat
map/step/user/kamiyama/Test01.dat
map/step/user/kamiyama/Test02.dat
map/step/user/kamiyama/Test03.dat
map/step/user/kamiyama/Test04.dat
map/step/user/kamiyama/Test05.dat
map/step/user/kamiyama/Test06.dat
map/step/user/kamiyama/Test07.dat
map/step/user/kamochi/Test00.dat
map/step/user/kamochi/Test01.dat
map/step/user/kamochi/Test02.dat
map/step/user/kawahara/Test00.dat
map/step/user/kawahara/Test01.dat
map/step/user/kawahara/Test02.dat
map/step/user/kikkawa/Test00.dat
map/step/user/kikkawa/Test01.dat
map/step/user/kikkawa/Test02.dat
map/step/user/minami/Test00.dat
map/step/user/minami/Test01.dat
map/step/user/minami/Test02.dat
map/step/user/morisita/Test00.dat
map/step/user/morisita/Test01.dat
map/step/user/morisita/Test02.dat
map/step/user/nagata/Test00.dat
map/step/user/nagata/Test01.dat
map/step/user/nagata/Test02.dat
map/step/user/nakano/Test00.dat
map/step/user/nakano/Test01.dat
map/step/user/nakano/Test02.dat
map/step/user/nakano/Test03.dat
map/step/user/nakano/Test04.dat
map/step/user/nakano/Test05.dat
map/step/user/nakano/Test06.dat
map/step/user/nakano/Test07.dat
map/step/user/nakano/Test08.dat
map/step/user/nakano/Test09.dat
map/step/user/noriko/Test00.dat
map/step/user/noriko/Test01.dat
map/step/user/noriko/Test02.dat
map/step/user/nozue/Test00.dat
map/step/user/nozue/Test01.dat
map/step/user/nozue/Test02.dat
map/step/user/otoguro/Test00.dat
map/step/user/otoguro/Test01.dat
map/step/user/otoguro/Test02.dat
map/step/user/sugano/Test00.dat
map/step/user/sugano/Test01.dat
map/step/user/sugano/Test02.dat
map/step/user/sumitomo/Test00.dat
map/step/user/sumitomo/Test01.dat
map/step/user/sumitomo/Test02.dat
map/step/user/sumitomo/Test03.dat
map/step/user/sumitomo/Test04.dat
map/step/user/sumitomo/Test05.dat
map/step/user/sumitomo/Test06.dat
map/step/user/tajima/Test00.dat
map/step/user/tajima/Test01.dat
map/step/user/tajima/Test02.dat
map/step/user/takahasi/Test00.dat
map/step/user/takahasi/Test01.dat
map/step/user/takahasi/Test02.dat
map/step/user/tanifuji/Test00.dat
map/step/user/tanifuji/Test01.dat
map/step/user/tanifuji/Test02.dat
map/step/user/uchida/Test00.dat
map/step/user/uchida/Test01.dat

map/step/user/uchida/Test02.dat

Regional Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

In the Japanese and Korean versions of the game, during the tutorial, a red circle will appear whenever an action is properly completed. In the American and European versions, a green check mark will appear instead. This is likely because tests in Japanese schools have circles represent correct answers while check marks represent wrong answers, whereas it is the opposite in international schools.

This change is also in Kirby: Triple Deluxe, Kirby: Planet Robobot, Kirby Battle Royale, Kirby Star Allies, and the challenge stages included in Kirby's Dream Collection Special Edition.

Each location's name differs from Japanese into other languages. The Japanese and Korean versions in particular have English text underneath the respective Japanese/Korean writing in-game. The Korean version re-uses the English translations from the Japanese version, even if the actual Korean writing is different.

Japanese English French German Italian Latin American Spanish European Spanish Korean
Pop Star (ポップスター) Planet Popstar Planète Pop Planet Pop Pianeta Pop Planeta Pop Pop Star (팝스타)
Halcandra (ハルカンドラ) Halcandra Halcandra (할캔드라)
Lor Starcutter (天かける船 ローア)
The internal filename is "Roah", but "Lor Starcutter" is the provided English translation.
Lor Starcutter Galéronef Lor Sternenkreuzer Lor Astrobarca Lor Astrovelero Lor Lor Starcutter (하늘배 로아)
Cookie Country (クッキーカントリー) Cookie Country Prairie paisible Keks-Kulisse Bosco Biscotto Campiña Caramelo Praderas Piruleta Cookie Grassland (쿠키 초원)
Raisin Ruins (レーズンルインズ) Raisin Ruins Arène Aride Rosinen-Ruinen Deserto Dattero Oasis Orégano Ruinas Remolacha Raisin Ruins (건포도 유적저)
Onion Ocean (オニオンオーシャン) Onion Ocean Remous Renversants Obst-Ozean Spiaggia Sorbetto Ribera Roquefort Océano Orégano Onion Ocean (양파 파다)
White Wafer (ホワイト ウェハース) White Wafers Falaise Frissonnante Endlose Eiswaffeln Monte Meringa Ocaso de Obleas Carámbanos Caramelo White Wafers (웨하스 빙하)
Nuts Noon (ナッツ ヌーン) Nutty Noon Ascension Azurée Nussiger Nachmittag Frontiera Frittella Nubes de Nata Peanut Sky (땅콩 하늘)
Egger Engines (エッガー エンジンズ) Egg Engines Imbroglio Industriel Eier-Elektrik Industrie Involtino Artefactos Almendra Maquinaria Menta Egg Engine (달꺌 엔진)
Dangerous Dinner (デンジャラスディナー) Dangerous Dinner Terrain Tonitruant Nacho-Nervenkitzel Cena Cimentosa Rocas de Rábano Volcán Vainilla Dangerous Dinner (위험한 디너)
The last battle in another dimension (ザラストバトルインアナザーディメンション) Another Dimension Dimension parallèle Eine andere Dimension Un'altra dimensione Dimensión Paralela Final Battle (마지막 승부)

The first letter of levels 1 to 7 are also used to form a word in some languages, linked to the end of the game.

English French German Latin American Spanish
C-R-O-W-N-E-D P-A-R-F-A-I-T K-R-O-E-N-E-N C-O-R-O-N-A-R

Three of the five Super Abilities' names were also changed.

English Japanese
Flare Beam Miracle Beam (ミラクルビーム)
Monster Flame Dragon Storm (ドラゴストーム)
Grand Hammer Gigaton Hammer (ギガトンハンマー)

Almost all of the boss names had further alterations from Japanese into other languages. The only exception is HR-D3, whose name is the same in all regional versions. In most cases, the English translations of the Japanese names are provided by their filenames, though they don't always fully match the Japanese reading.

Japanese English French German Italian Spanish Korean
Sphere Lowper (スフィアローパー) Sphere Doomer Chimair sphère Sphärenspuk Fenix Sferix Esfespectro (Latin American Spanish)
Espectrosfera (European Spanish)
Sphere Roper (스피어 로퍼)
Gigant Edge (ギガントエッジ) Gigant Edge Gigalame Schwert-Koloss Mega cavaliere Filo Gigante Gigant Edge (기간트 에지)
Whispy Woods (ウィスピーウッズ) Whispy Woods Whispy Woods Whispy Woods Whispy Woods Whispy Woods Whispy Woods (위스피 우드)
Bonkers (ボンカース) Bonkers Bonkers Bonkers Bonkers Bonkers Bonkers (본커스)
Kings Doo (キングスドゥ) King Doo Roi Doo König Glubsch Re Doo Rey Doo Doo King (두 왕)
Water Galboros (ウォーターガルボロス) Water Galboros Aqua Galboros Wasser-Galboros Galboros d'acqua Galboamo acuático Water Galboros (워터겔보로스)
Mr. Doubter (Mr.ダウター) Mr. Dooter M. Raddjah Jonglier-Dschinn Mr. Turbantik Sr. Enigmante Mr. Dooter (Mr. 두터)
Zan Kibble (ザンキブル) Kibble Blade Seigneur Hache Ritter Rammkamm Ser de' Zac Gladiosharpe Zan Kibble (잔키블)
Moundeath (マウンデス) Moundo Grabuge Opa Klops Monte sumo Montaño Moundeath (마운데스)
Fatty Buffer (ファッティバッファー) Fatty Puffer Grodruche Dicklipp Pesce pallone Gordiglobo Fatty Puffer (패티 푸퍼)
Super Bonkers (スーパーボンカース) Super Bonkers Super Bonkers Super Bonkers Super Bonkers Mega Bonkers Super Bonkers (슈퍼 본커스)
Goriath (ゴリアテ) Goriath Goriath Goriath Gorilla polare Goriath Goriath (고리아스)
Dubior (ドゥビア) Dubior Dubior Dubior Dubior Dubior Dubior (두비어)
Grand Lowper (グランドローパー) Grand Doomer Chimair royal Uralter Sphärenspuk Fenix di fuoco Gran Esfespectro (Latin American Spanish)
Gran espectrosfera (European Spanish)
Grand Roper (그랜드 로퍼)
Metal General (メタルジェネラル) Metal General Général Métal Metall-Marschall Metallobot General Metal Metal General (메탈 제너럴)
Landia (ランディア) Landia Landia Landia Landia Landia Landia (랜디아)
Roah & Mahoroa (ローア&マホロア) Lor & Magolor Lor & Magolor Lor & Magolor Lor & Magolor Lor y Maglor Roah & Mabeoroa (로아 & 마버로아)
Galactic Knight (ギャラクティックナイト) Galacta Knight Galacta Knight Ultra-Knight Galacta Knight Galacta Knight Galactic Knight (갤럭틱 나이트)
Mahoroa (マホロア) Magolor Magolor Magolor Magolor Maglor Mabeoroa (마버로아)
Mahoroa Soul (マホロア ソウル) Magolor Soul Âme de Magolor Magolor-Seele Spettro Magolor Espíritu de Maglor Mabeoroa Soul (마버로아 소울)

"Mr. Dooter" is parsed "Mr Dooter" in the English version of Kirby's Adventure Wii, which appears to be the only major text difference between the two English versions.

The harder bosses found in Extra Mode and The True Arena are given the "EX" suffix in the Japanese, English, French, Latin American Spanish and Korean localizations, the "X" suffix in the German and Italian versions and the "+" suffix in the European Spanish localizations.

The name of the Scope Shot sub-game and its exclusive enemies were changed as well.

English Japanese
Scope Shot Gun Gun Busters (ガンガンバスターズ)
Waddle Tank Wado Tank (ワドタンク)
Mecha Kawasaki Iron Kawasaki (アイアンカワサキ)
Robo Dedede Dedede Robo (デデデロボ)

1-Ups

Like with the games Kirby: Canvas Curse, Kirby: Triple Deluxe, Kirby: Planet Robobot and Kirby Star Allies, the models for the 1-Ups for the Main and Extra modes change depending on what language the player set the Wii to.

Japanese, English, Italian, and Korean French Spanish
RTDLOneUp.png
RTDLOneUpFRA.png
RTDLOneUpSPA.png
Japanese, English, Italian, and Korean French Spanish
RTDLOneUpEx.png
RTDLOneUpExFRA.png
RTDLOneUpExSPA.png

Oddities

  • Some brstm files are headed with "KbyW", "Kby" or "ST_KBYW/ST_KbyW" while others are headed with "IUK" combined with the presence of a "KbyF" prefix in some of Kirby's Epic Yarn's music may hint at "KbyW" being the third cancelled prototype game.
  • "Beyond the Hill"'s filename, ST_IUK_KBYW_CANYON1.brstm, implies it was meant to be used in Raisin Ruins rather than Cookie Country.
  • IUK_FISH1.brstm is used as the Hub theme for Raisin Ruins, the desert world rather than Onion Ocean, the ocean/beach world.
  • "Perfect Sledding Weather", the theme for the fourth stage of White Wafers, is calledST_KBYW_CACTUS1.brstm internally. This, along with its upbeat Western theme, implies that it was also intended for Raisin Ruins.
  • ST_KbyW_COLD1.brstm is a wintry-sounding song that would fit right into White Wafers, but is instead used as the hub stage theme for Nutty Noon, the sky world.
  • "Pressure Panic"'s internal filename is KbyW_BOSS_TYU2.brstm, implying that at one point it was a mid-boss theme. ("tyu" is an alternate Romanization of "chuu", referring to 中ボス chuu-boss, a Japanese term for mid-bosses.)
  • "Guardian Angel Landia" is referred to as a stage theme in its filename, ST_IUK_KAZAN1.brstm. It might have been an early stage theme for Dangerous Dinner, as "Kazan" is Japanese for Volcano.
  • st_halberd.brstm is "Fly, Kirby!", the theme of Another Dimension. The famous Halberd is nowhere in the final game, but a pre-release trailer for the GameCube Kirby game showed that the Halberd was intended to appear in said game, likely indicating the song name as a leftover. (This also serves to explain why the "Triumphant Return" riff from Kirby Super Star is in the song.)
  • b_dedede01.brstm is "Blazing! Boss Battle", the normal boss theme. b_dedede02.brstm is "Crash! Mid-Boss Tower", the cover of Dedede's theme used in Nutty Noon Stage 5. It seems these might be more leftovers from the GameCube Kirby game, in which Dedede appeared to have a more antagonistic role.
  • The above-mentioned unused duplicate of "Challenging the True Arena" is called gunshooting01.brstm, which suggests that it was originally planned for use in something related to guns (Scope Shot, most likely).
  • The files for the Armor Halcandle Dee enemy include a bunch of random extra textures, such as the unused versions of the Challenge Stage icons, the HUD icon for Energy Spheres, and a few textures from inside the Lor Starcutter.
  • The folder for King Doo is named beholdoo, which is not its final name. This is duplicated in Kirby's Dream Collection: Special Edition.
  • Blue Kirby's HUD icons are called "KirbyRFace." Since the HUD icons for the other Kirby colors are called "KirbyGFace" and "KirbyYFace", KirbyRFace most likely means Blue Kirby was originally going to red, like in Kirby and the Amazing Mirror.
  • The rock texture for the hand model for the Stone Uppercut attack for the Stone ability is named KbStoneSupreHat00. "Supre" can be interpreted as a misspelling of "Super", which combined with how the texture's filename suggests it was used for a hat, which is not where the texture is used in the final game, as well as having a similar filename format to some of the filenames of the hat textures used for the Super Abilities, likely suggests there was plans for a Super Stone ability that ended up getting cut from the game, also note that no Copy Ability star texture for it, nor any folders for said ability are present in the files.

Anti-Piracy

Hmmm...
To do:
How are these checks done? More detail too.

If the game is loaded on a pirated Wii console, it will freeze at a white/black screen while booting, if the white/black screen is passed, the game will freeze after attempting to advance past the title screen, if that passes, the game will freeze after pressing Main Mode. This detection is from MetaFortress and works by checking for a USB 1.1 port, which will fail on IOSes that lock off the USB 1.1 port in favor of a USB 2 port.

Minigames will also freeze the game if irregular IOSes are used.

Internal project name

According to the game's sound archive and many other miscellaneous files, the project's internal name is "IUK". Some unused files are headed with "GCK" and "KbyW", which suggest earlier project names (respectively "GameCube Kirby" and "Kirby Wii").