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*A [[Beanbon]] immediately drowns in quicksand in [[Sandy Canyon - Stage 1]] in ''[[Kirby Mass Attack]]''
*A [[Beanbon]] immediately drowns in quicksand in [[Sandy Canyon - Stage 1]] in ''[[Kirby Mass Attack]]''
*A Beanbon gets caught up in a fatal sandstorm in [[Sandy Canyon - Stage 7]] in ''[[Kirby Mass Attack]]''
*A Beanbon gets caught up in a fatal sandstorm in [[Sandy Canyon - Stage 7]] in ''[[Kirby Mass Attack]]''
*Two (four in [[Meta Knightmare Returns]] and The True Arena) [[Yesmen]] are obliterated by [[President Haltmann]]'s "Restructuring Shock" attack in ''[[Kirby: Planet Robobot]]''.
*Two (four in [[Meta Knightmare Returns]] and The True Arena) [[Yesman|Yesmen]] are obliterated by [[President Haltmann]]'s "Restructuring Shock" attack in ''[[Kirby: Planet Robobot]]''.


===Warp Star shenanigans===
===Warp Star shenanigans===

Revision as of 16:39, 8 February 2024

Notice: Semi-open sandbox
This is ShadowKirby's personal sandbox. You may fix minor details, but are kindly asked to avoid making big changes.

... as if I didn't have enough sub-pages as is. Let's make this worthwile.

Sub-pages

Navigation


Novel shenanigans


Sandbox for pestering Daroach in his Airship

Click "expand" to view contents

Before bubble 1-3

Classification obtained by first checking after each bubble, then restarting and checking everything in a different world.

Global

  • Bananas are better than apples. And melons? Better yet
  • Saving the world from darkness can be exhausting work
  • Even when you lose all your Kirbys, never give up hope. Get in there and give it another try!
  • If one part of an island is just too difficult for you right now...
  • Take it from me. The bigger they are, the harder they fall
    1. for some reason dialogue bubble showed up after these when testing in w2; Mass Attack works in mysterious ways...
  • My friends moving down below are known as the Squeakers
  • Running, jumping, floating around... You sure seem to be having a lot of fun!
  • There are some foes that you can't latch on to. You'll need to jump on them in clever ways!
  • They say to always play games in moderation
  • When facing big foes or powerful enemies, gather together and use mass attacks!
  • When in doubt, launch yourself at your foe and see what happens!
  • Your home, Popstar, is the brightest star in space
  • A rainbow seems to be a universal symbol for harmony!
  • I wish I could get my hands on one of those Nintendo 3DS systems
  • Seems like you can count on a switch to stay switched
  • Slimy stuff gives me the shakes
  • If you have lots of Kirbys, you can divvy up the work
  • How's that little game go? (foe-specific but seen in w1&2)
  • Which is your favorite way to get to those hard-to-reach places?
  • Legend has it that rainbows hold mysterious power
  • It must be satisfying to smash every block you see
  • If you get poison spit on you, you'll be done for if you don't act quickly
  • If the power light on your Nintendo DS turns red, it's time to recharge the battery
  • When tackling a huge enemy or trying to activate some massive mechanism, you'll need lots of Kirbys
  • I've always been a big fan of underdogs. I guess that's why I'm helping you out
  • When you're drawing a path with the star, have you seen how the color changes?
  • No matter how hard you pull, some things just aren't going to budge unless you have enough Kirbys
  • As the captain of an airship with all sorts of buttons and blinky lights...

Local

  • It's always good to know how to make a quick exit
  • You might not want to touch the green mushrooms (check for w3)
  • Medals are often found inside treasure chests
  • Enemies often have fruit. When you defeat a strong foe, or many does, you'll surely scare up a juicy trove of the stuff!
  • Chomping some Jumbo Candy is a lot of fun. The whole world is yours to smash!
  • My sources say that there's a quirky kind of candy out there
  • Those Stumpees can really be scary when they're rolling right toward you
  • The runty Oohroo is always thrashing around with his arms (foe-specific)
  • If you catch a glimmer of treasure behind a spiderweb, go in carefully (foe-specific)
  • I've caught wind of specials medals that shine like a rainbow
  • This island is full of greenery and has food aplenty
  • Sometimes you'll need to build a rainbow bride to continue onward
  • Tough world, where one Kirby can be whittled into so many itty-bitty Kirbys!
  • You can easily defeat all of the menacing trees on this island. Just smash into their trunks
  • This island is home to all sorts of moles. They're mischievous as it gets. Watch your back!
  • You know those little plants that are always dozing off?
  • The scuttlebutt is that there's a gold creature living on this island
  • The more friends you have at your side, the easier you'll find...everything!
  • If you exit a stage, you'll lose any medals that you pocketed
  • The wormy monsters that pop up from the ground are called Warwiggles
  • If you ever feel stuck, why not just throw yourself at the problem!
  • This island is filled with natural wonders

Bubble 1-3

No new dialogue is added (which is uh...)

Bubble 1-4 + Boss 1 encounter

Local

  • I feel like I've seen the boss of this island somewhere before...

World 2

Storo boards the ship once World 2 is reached. All dialogue concerning him becomes global. The following division was tested using savestates on an emulator, by traveling to a previous world first.

Global

  • There are doors hidden in many stages that are shortcuts to the goal
  • The fellow behind you goes by the name Storo
  • The Skull Gang that patrols this island is unrelenting (dialogue obtained in World 1 & 2 despite island specific mention; might disappear once unpatrolled)
  • My friend Storo behind you might seem like a brute

Local

  • Stay on the lookout for skull-shaped keys (could become future global?)
  • This place has gotten so hot that much of what used to be here has dried up
  • If you get swept up in a sandstorm, you'll take damage
  • There are so many cactus creatures in the desert
  • If you hear a rumble in the ruins, you're probably near a Grindarr
  • It might seem safe to walk on sand. And it is
  • The legends of this place tell of a mighty guardian known as the Great Gear
  • The little spiked plant that often comes in stacks is called a Stactus
  • Rain rarely falls in this desert. All this dry air is making my fur itch!
  • Desert plants thirst for water
  • Foes wrapped in bandages will keep bouncing back, good as new (foe-specific)
  • Sandstorms can drop items when they blow through
  • Necrodeus hates light and wants to steep the world in darkness (could become furure global?)
  • This island is actually a bottomless pit filled with sand
  • The foes wrapped up in bandages are called Mummbons (foe-specific)

Bubble 2-1

Bubble 2-2

Bubble 2-3


Music

When creating a music page in one go just isn't gonna happen.

Click "expand" to view contents

Motif pages

Because most could use a rework. For characters and games.

Let Battle Commence!

Remixes:

  • Banner (jingle based on main motif)
  • Beginner's Field (slight variations, nothing drastic)
  • Cake Royale! (has a Kirby's Triumphant Return fanfare at the start and is finite, otherwise same track)
  • Title (main motif only, reinstrumented and sped up)
  • Main Menu (minor electric guitar remix, sections modified according to the key)
  • Collection Mode (calm remix; check for 2nd section!)
  • Battle Prep (Normal) (epic remix, second section sees some development of the main motif instead of its latter half)
  • End Interview (jingle based on motif)

Partial remixes (?):

  • Prologue (1st section is modified 2nd of theme)
  • Warp Star Ride (based on 2nd section)
  • Training Room (Green Greens with main motif used as an ostinato)
  • Battle Arena (starts the same, second section goes elsewhere before going Kirby's Triumphant Return)
  • Results (after Kirby Dance: 1st section vaguely familiar (Prologue?, 2nd is a variation of main motif)
  • Final Results (after Kirby Dance: main motif starts but transforms into something similar to KTR)
  • Attack Riders + Hurry Up! Attack Riders (heavily modified, but generally same motifs)
  • Crazy Theater (all 4 versions) (all use the main motif as their basis)
  • Robo Bonkers (+ Ambush) (has elements, PROBABLY of 2nd section too + has elements of Green Greens and for some reason Dark Crafter Battle)
  • Dededestroyer Z Appears (motif mashed together with Dedede's theme)
  • Dededestroyer Z (motif appears a minute into the piece, precedes KTR twice in a row)
  • Ending (first section mixed with a New Wind for Tomorrow and Green Greens)
  • Staff Credits (medley including I think Title theme, plus many others on the list)

Influence in: (actually I don't know the 2nd section well enough so this list includes MORE THAN IT SHOULD)

  • Stadium Entrance (primarily Green Greens)
  • League Battle Entrance (up and down fifths and sicths maybe? Idk it sounds like Welcome to Wondaria's ending even though they're obviously not related)
  • Let the Games Begin! (not because I hear a similarity but because it's so darn short and insignificant)
  • Coin Clash (similar melody, that's about it)
  • Rocket Rumble (sounds familiar, so a solid candidate to leave this list when I find out what it is)
  • Battle Prep (Qualifier) (see League Battle Entrance)
  • League Battle Failure (mainly Green Greens, MIGHT have elements?)
  • Ore Express (passes the vibe check, based on SOMETHING, but what?)
  • Flagball (mainly rhythmical similarity)

List of music pages

The purpose of this list is to keep track of all music pages, given that there is no dedicated category for these, and many duplicates arise when checking categories for individual games. Ultimately, this should be a tool that facilitates navigation in order to then standardize music page formatting.

As of January 21, 2024 (latest: Hard (theme from Kirby's Star Stacker))

Disambiguations:

KA jingles

The 3 sections below cover the fanfares from Kirby's Adventure. They (will) list all appearances. Other fanfares unrelated to them can be heard as or in:

  • Kirby Dance (theme), 1-UP jingle and Done In
  • KDC (several unique fanfares)
  • KDL2 (unique fanfares for bonus games)
  • KSS(U) (Gourmet Race victory and loss jingles, Treasure jingle)
  • KDL3 (minigame jingles and heart star collection)
  • K64 (shard collection)
  • KaTAM (unique fanfare for CPU winning)
  • KRtDL(D) (fanfares for spheres, parts, and 100%)
  • KBBl: Done In and Game Over instead of Too Bad...
  • KatFL (unique fanfares tied to its motifs)
  • idk what else lol

Good Try! / Well Done!

Fanfare consisting of a rising tetrachord in F major.

  • KA/KNiDL: plays []
  • KaTAM: (2 versions) plays when opening a large chest/chest with music, when pulling a lever, and []
  • KCC: plays []
  • KSSU: plays when achieving 2nd/3rd place in Snack Tracks, Card Swipe and Kirby on the Draw
  • KRtDL(D): plays []
  • KBBl: plays when clearing a regular stage
  • KatFL: plays when beating the Colosseum without getting a new record

Too Bad...

Descending passage from E-flat to C-sharp, ends in dissonance.

Congratulations!(!)

Longer, sometimes higher-pitched (KA; not KNiDL; KCC (new only)) version of "Good Job!"/"Well Done!", resolves in A major (when compared to original F major)

Clash themes

Because there's SO MANY of these, I need to sort things out separately. Using User:Skull/Games with no Sound Tests and User:Gigi/Sandbox/Music for reference. And Town (theme) and Ordeal (theme) as well now.

Quest Board theme

Basically same as town theme? But minor?

  • TKCD
  • SKC (2 versions)

KF2

ShadowKirby/Sandbox
Various arrangements of "Kirby Fighters 2: The Destined Rivals".
Details
Debut appearance Kirby Fighters 2 (2020)
Last appearance Kirby's Return to Dream Land Deluxe (2023)
Other appearance(s) Kirby and the Forgotten Land
Kirby's Dream Buffet
Composer(s) Hirokazu Ando[1]
 This box: view  talk  edit 

"Kirby Fighters 2: The Destined Rivals"[derived from Japanese] is the main theme from Kirby Fighters 2. It was composed by Hirokazu Ando.[1]

Composition

Kirby and his Buddy prepare to face against the Destined Rivals.

"Kirby Fighters 2: The Destined Rivals" is an energetic and resolute theme in C minor and 4/4. The character is immediately set by its intro, consisting of rapidly rising intervals, at first two perfect fourths, one of the theme's characteristic traits. After the intro ends on the dominant, the electric guitar melody comes in, developing on the aforementioned element of the intro. Between its phrases, the intro element appears as a quite counterpoint. Circling between perfect fourths and fifths and dissonant seconds and a diminished seventh, the melody is relatively self-contained. However, the counterpoint leads it to a second developing section.

Initially, this second part continues the ideas of the first, albeit in a more major tone (specifically the parallel E-flat major). As it transituons back to minor, it begins to diverge from the established intro motif with smoother motion and more compact dissonance — a diminished fifth. This new element gains momentum as it approaches the dominant in the form of a diminished seventh chord. With the counterpoint playing once more, the third synth section arrives as the climax. It is intonationally close to the first section's resolution, staying near the tonic in movement back and forth, with short phrases and an first ending based on the intro motif. When it repeats, it concludes with a final new element, close to the first resolution yet distinct in its sequence of notes: a slow rise from tonic to dominant and return towards and around the tonic. The intro-based counterpoint concludes the theme, which then loops from the first section.

Game appearances

Kirby Fighters 2

In its game of origin, "Kirby Fighters 2: The Destined Rivals" is the main motif, appearing prominently as menu, cutscene and boss music. The following is a list of its arrangements:

  • "Kirby Fighters 2: The Destined Rivals" – the main title theme.
  • The Battle Mode menu theme – a faithful acoustic arrangement.
  • The Online/Local Mode menu theme – an electronic arrangement with a new counterpoint.
  • The Battle Results theme for the aforementioned modes – an acoustic arrangement at a moderate pace.
  • The Story Prologue theme – a slow acoustic arrangement with a small variation in the melody that carries over to some individual later instances, plays during most cutscenes.
  • The main Battle Jingle — plays prior to most Chapter 1-4 battles, as well as in Single-Handed Mode. Based on the melody of the third section.
  • The Item Room theme for Chapters 1-4 — an arrangement in D minor.
  • Stage of Destined Rivals — default music for Stage of Destined Rivals in Battle Mode and battle theme for King Dedede & Meta Knight (and their impostors) in Chapters 2-3 of Story Mode: The Destined Rivals. Has snippets of ["Boarding the Halberd", smth else]
  • "The Battle of Deeply Bonded Allies"[2] — the alternate music for Stage of Destined Rivals and default for the stage in Chapter 4 of Story Mode: The Destined Rivals, as well as the music for the first phase of the Final Chapter battle at Stage of the Partners. Has snippets of "King Dedede's Theme", "Boarding the Halberd" and "Green Greens".
  • The Final Chapter Battle Jingle – plays prior to most Final Chapter battles. Based on the ending elemnt of the third section.
  • The theme for the cutscene featuring the Masks of Dark Bonds
  • Three variants of the Buddy Star Blaster theme, playing under specific cirucmstances (2 users, 3 users, or used during the end portion of Stage of the Partners)

The melody or larger sections of the theme also appear in:

"Kirby Fighters 2: The Destined Rivals" in Kirby Fighters 2  
Full arrangements
Theme Sample
"Kirby Fighters 2: The Destined Rivals"
Battle Mode menu
Online/Local Mode menu
Battle Results
Story Prologue
Chapters 1-4 Item Room
Stage of Destined Rivals
"The Battle of Deeply Bonded Allies"
The Masks of Dark Bonds
Jingles
Theme Sample
Chapters 1-4 Battle Jingle
Final Chapter Battle Jingle
Buddy Star Blaster (2 characters)
Buddy Star Blaster (3 characters)
Buddy Star Blaster (Stage of the Partners)
Partial arrangements
Theme Sample
Ending
Chapter 4 Results
Final Chapter Prologue
Epilogue
Secret Ending
Alternate title
"History of Kirby Fighters"
Training Mode (Intense)
Training Mode (Chiptune)

Kirby and the Forgotten Land

In Kirby and the Forgotten Land, "Kirby Fighters 2: The Destined Rivals" is a part of both "Secret Area: HAL Room" medleys alongside "Twinkle☆Stars" and "Town", playing in the HAL Rooms. Here the theme plays in D minor, similarly to the Item Room iteration.

Other appearances

Starting from Kirby and the Forgotten Land, "Kirby Fighters 2: The Destined Rivals" represents its game of origin in the Past Adventures menu.

[At least in the Kirby 30th Anniversary Music Festival]

Names in other languages

Kirby Fighters 2: The Destined Rivals

Language Name Meaning


The Battle of Deeply Bonded Allies

Language Name Meaning


References

  1. 1.0 1.1 Kirby's Dream Buffet Gourmet Rank menu
  2. Kirby 30th Anniversary Music Festival pamphlet? ("Beyond the 25th Anniversary")

[[Category:Music in Kirby Fighters 2]] [[Category:Music in Kirby and the Forgotten Land]] [[Category:Music in Kirby's Dream Buffet]] [[Category:Music in Kirby's Return to Dream Land Deluxe]]


Rumble go brr

Basically, every instance in which a Nintendo Switch controller (Joy Con or Pro Controller) does a funny buzz. Currently exclusive to Super Kirby Clash, Kirby and the Forgotten Land, and Kirby's Return to Dream Land Deluxe (demo).

Click "expand" to view contents

SKC

Event Description
Charging attack (Spin Splash/Twister Slash, Hammer Flip, Healing Area, Time Beam) Small shake for every level of charge, final one being the strongest.
Team Meteor landing Violent shake

KatFL

Event Description
Car Mouth Kirby Turbo Dash Rumble with motor sound
Capsule opening Popping and opening sensation?
Gotcha Machine Alley crank turn Strong rumble with every turn, then a shake and pop when the capsule lands
Sleeping in Kirby's House Two gentle shakes as snores
Throughout The Brawl at the Mall Rumble timed with footsteps
Boss roar A brief shake
Boss defeat Two shakes: one for the final blow, another for the explosion

KRtDLD

Event Description
Hi-Jump Rocket Dive bumping into the floor Brief shake mimicking the impact
Uhhh There were definitely more

Recurring level design elements

Starting this out of curiosity, mainly. Feel free to contribute.

Click "expand" to view contents

Visual gimmicks

Follow the treasure hunter

Polof disappears through an invisible door.

If left untouched, this foe will lead Kirby to a stash of treasure.

Sacrificial foe

A simple foe is defeated by a stage hazard or other foe, demonstrating that it is dangerous.

Warp Star shenanigans

Terrain and layout

Checkered Star Blocks

Jumping with the Starmen.

A large area full of Star Blocks alternating with empty space, occasionally with foes. Typically has a Starman at the base to test the Hi-Jump ability.

Door labyrinth

Not to be confused with #Pick the right path blindly

A Squeaker prepares to escape through one of the many interconnected doors.

Food in a pond

Approaching a small rectangular body of water will drop food in it, typically a Maxim Tomato.

Inside a tree trunk

Characteristic of Green Greens and referenced further. Typically home to Needlous, carefree Waddle Dees, Waddle Doos, and many Star Blocks.

Pit of pits

Often introducing bottomless pits, there are formations of a large gap with several short and narrow cliffs within it.

Watch out below

Incoming Rocky.

The character is punished for staying in the trajectory of a falling Rocky, Bomber or other foe when climbing alternating platforms.

Puzzles

Cannon labyrinth

Blasting off again.

Hidden in plain sight

A Crystal Shard hidden in among Point Stars.

A collectible or valuable Point Star is hidden somewhere within semi-transparent stage elements or in a corner of the screen.

Hit the switch and run

A Bomb Block prevents Kirby from progressing.

A switch, stake or Bomb Block lies at the start of an optional portion of the stage, and must be hit to progress or reach a collectible or the like. However, unbreakable terrain appears shortly after in specific formations, requiring a well-planned trajectory.

Hit two, skip the third

The first two stakes of the puzzle.

Three Bomb Blocks or Stakes activate or deactivate a pillar of induced explosion blocks. Visual cues indicate that one such block/switch will prevent the player from reaching the guarded collectible.

A similar premise is found in Dangerous Dinner - Stage 1, where Kirby may find a side room where he must hit or avoid certain members in a lengthy line of Switches with the right timing to bring the Key Dee there his way.

Leave a projectile on the switch

Leaving a bomb on a red switch.

Light the fuse and run

A rough final stretch.

A specific example of #Hit the switch and run. A fuse must be lighted in one part of the room, which starts a race between Kirby and the lit fuse to the Cannon.

Light the fuse and wait

Fire Kirby lights a long fuse.

As opposed to the aforementioned puzzle, here the length of the fuse is significantly longer than the player's path, which gives the player plenty of time to enter the Cannon.

Maneuver the Wheel

Pick the right path blindly

The prized 1-Up.

Kirby is occasionally given a split path with little to no indication of what he should choose. Sometimes he is given the opportunity to backtrack, but he will often need to restart the stage to reach his goal.

Remember the path down

Kirby must remember which way the corridors turn to reach his goal.

Kirby moves one way along a lengthy, complicated path that can lead toward multiple objectives - one he really wants, one he doesn't, and often one he really doesn't want. Usually, the complexity is determined by the path that is forced to turn at every interval given, on top of being given to Kirby in reverse order. Kirby will then need to choose the path he wants to take in hopes of getting the right objective. The path back will be obstructed, usually by a strong water current.