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Kirby Tilt 'n' Tumble 2

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Kirby Tilt 'n' Tumble 2
Tilt N Tumble 2.jpg
A snapshot of Kirby Tilt 'n' Tumble 2 being demonstrated at Nintendo Space World 2001.
Developer(s) Unknown
Publisher(s) Nintendo
Date(s) announced/showcased August 23, 2001 (at Space World)
Platform(s) Nintendo GameCube & Game Boy Advance
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Kirby Tilt 'n' Tumble 2 was an unreleased Kirby game and a planned sequel to Kirby Tilt 'n' Tumble, and it would have have been played on the Nintendo GameCube and Game Boy Advance at the same time. This was made possible by using the Game Boy Advance as a game controller via the link cable. As its name suggests, Kirby Tilt 'n' Tumble 2 was planned to feature the tilt controls that appeared in its predecessor. Kirby Tilt 'n' Tumble 2 was originally scheduled for a May 2002 release for Japan,[1] but the Kirby theme was eventually scrapped. Kirby Tilt 'n' Tumble 2 was reintroduced as a game starring an ordinary marble, titled Roll-O-Rama; this version was shown at E3 2002 but was ultimately canceled itself too.


Similar to the first game, the player would have moved Kirby around by tilting the Game Boy Advance, which was made possible by inserting a tilt sensor game cartridge into the device, and then connecting the device itself to the GameCube via a link cable.

Kirby Tilt 'n' Tumble 2 was jointly played via the GameCube (on the television screen) and the Game Boy Advance. A shift between devices would occur if Kirby fell off a ledge during gameplay from the GameCube, which caused him to directly transition down to the Game Boy Advance screen.

Though the game ultimately was never released, similar technology was used in later titles; Game Boy Advance games with tilt sensors built into their cartridges include Yoshi Topsy-Turvy and WarioWare: Twisted!, while GameCube games controlled primarily through the Game Boy Advance link cable include Pac-Man Vs. and The Legend of Zelda: Four Swords Adventures.


An early version of the game was demonstrated at Space World 2001 by Shigeru Miyamoto. Kirby Tilt 'n' Tumble 2 would have retained a majority of its predecessor's style and gameplay. However, the largest difference was that the player would control Kirby in 3D rendered environments.

The goal was to reach the end of each level and collect as many Point Stars as possible before the timer ran out.[2] It would also contain a life system in some form.

According to Miyamoto, Kirby Tilt 'n' Tumble 2 would have featured the ability for the player to write "programs" (such as mini-games) onto the Game Boy Advance tilt cartridge. This program-writing functionality would be later seen through the Nintendo GameCube Demo Disc and various other titles that could write interactive programs to the Game Boy Advance through the link cable.

Objects and characters[edit]

Characters and objects in Kirby Tilt 'n' Tumble 2  
Character/object Role
King Dedede Launches Kirby back to upper screen.
Waddle Dee
Unknown item[2] Bumps Kirby from itself
Unknown item[2] Adds more time to timer
Unknown item[2] Spawns another Kirby
Unknown item[3] Stops Kirby and then launches him


Names in other languages[edit]

Language Name Meaning
Japanese コロコロカービィ2
Koro Koro Kābī 2
Roll Roll Kirby 2


Kirby Tilt 'n' Tumble 2 Beta Footage
Kirby Tilt 'n' Tumble 2 GameCube