1. Kirby Super Star Cheats Game Genie Sega
  2. Kirby Super Star Cheats Game Genie Nes

Game Genie Codes Official Game Genie Codes Infinite Lives DD6C-DD66 Start with 99 Lives BBB2-D4AFDDB2-D7DF69B2-D70F Start with 10 Lives FDB2-D4AF Start with 1 Life DFB2-D4AF InvincibilityWill not work after picking.

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  • CBB7-6D67 - Start as Mario. Grab a Mushroom and it turns into a Pirahna plant, a star is moved into your inventory which glitches the game if used. 47B7-6DA7 3CB7-6FD7 69B7-6F07; CBB7-6D67 - Start as hovercraft Mario, get any item to become invincible with a Bullet Bill in reserve 59B7-6DA7 3CB7-6FD7 69B7-6F07.
  • Kirby's Dreamland 3 Kirby Super Star The Legend of Zelda - A Link to the Past Magic Knight Rayearth. How to hack Game Genie codes into a SNES ROM (new method).
  • Mortal Kombat – Game Genie Codes The following are known Game Genie Codes for Mortal Kombat on Super Nintendo (SNES). Infinite Time C9B2-17AF Each Round Is 199 Seconds (Time Counts Down Twice) D466-3D04 Each Round Is 90 Seconds BF66-3DD4 DD66-3D04 Each Round Is 80 Seconds 6F66-3DD4 DD66-3D04 Each Round Is 70 Seconds 5F66-3DD4 DD66-3D04 Each.
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  • Super Mario Kart Summary: A collection of Super Mario characters, including Mario, Luigi, Yoshi, Peach, Bowser and Donkey Kong Jr., are out to win the Super Mario Kart championship.
  • The following is a list of games we have Game Genie Codes for games on Super Nintendo (SNES). Kirby’s Dream Land 3; Kirby Super Star. Super Star Wars: The.
Kirby Super Star

Also known as: Kirby's Fun Pak (EU),
Hoshi no Kirby Super Deluxe (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: SNES
Released in JP: March 21, 1996
Released in US: September 20, 1996
Released in EU: January 23, 1997

This game has unused areas.
This game has unused enemies.
This game has unused graphics.
This game has unused items.
This game has debugging material.
This game has regional differences.

This game has a notes page
This game has a prerelease article

Kirby Super Star makes Kirby's Adventure look like Kirby's Dream Land.

  • 2Debug Features
  • 3Unused Rooms
  • 4Stage Oddities
  • 5Unused Level Tiles
  • 6Unused Room Palettes
  • 7Version Differences
  • 8Error Message

Sub-Pages

Unused Graphics
Graphics never seen in normal play.
Unused Enemy Palettes
Most enemies have three different palettes, but a good chunk are never used.

Debug Features

To do:
see if there is anything else per the talk page

Sprite Viewer

Entering a room with the Pro Action Replay code 00740B01 enabled (all versions) will activate a sprite test mode, showing both Kirby and the helper in the middle of the screen and allowing you to cycle through all of their sprites.

The following buttons can be used on Controller 1 to manipulate Kirby's sprite:

  • A/B - cycle back/forward one frame at a time
  • X/Y - cycle back/forward through frames continuously
  • L/R - cycle through frames for the Ability Cap only
  • D-pad - moves the Ability Cap one pixel at a time, or continuously if Start is also being held
  • Select - cycles to the next ability
  • Start - pauses (without displaying the ability info screen), and also toggles displaying the Ability Cap behind or in front of Kirby

Likewise, Controller 2 can be used for the helper's sprite:

  • A/B/X/Y - cycle through sprites the same as for Kirby
  • D-pad - moves the helper around the screen
  • Select - cycles to the next helper

Note that enemies will still be active, and if an enemy (or its attack) collides with the helper (and probably also Kirby) they will go back to being playable as normal with the selected ability.

Also, having the code enabled prior to entering a room will cause some anomalies with the way Kirby's sprite is displayed, due to the game thinking the sprite test has already been activated — namely, Kirby will always appear to be facing the same direction, and the 'idle' frame of the Ability Cap will be drawn directly centered on Kirby's sprite, instead of ever being given its correct frame and position.

There is no apparent way to activate or deactivate this other than enabling the code and entering a room, or taking damage or restarting the game.

VRAM Viewer

Another minor debug feature exists, allowing you to view the current contents of VRAM. Unusually, this feature is designed to be booted directly into — it actually performs a nearly full system initialization, other than clearing the existing contents of video and palette memory.

The following Game Genie or Pro Action Replay codes can be used to enter this screen by pressing L + R + Select + Start:
GG code 8389-0FA7 2889-04D7 (US version) / 918E-D467 288E-D4A7 (JP version)
PAR code 00BD57BE 00BD58DB (US version) / 00BCFA56 00BCFBDB (JP version)

Kirby Super Star Cheats Game Genie

The following controls are available on this screen:

  • Up/Down - scroll the currently visible VRAM page
  • A/B - cycle through available VRAM pages
  • L/R/X/Y - cycle through available palettes

If this screen is activated during gameplay, there will be a visible screen split due to the status bar IRQ never being disabled. This will allow you to only scroll the portion of the screen above where the status bar was.

To exit this screen, just reset the SNES.

Unused Rooms

A few of the game's many, many rooms are never used. Game Genie or Pro Action Replay codes will change the first door in Green Greens to exit to the appropriate room, unless noted otherwise.None of these rooms are present in the game's remake Kirby Super Star Ultra.

Room 11C

GG code FA44-53AD DF44-5EDD
PAR code F0212B1C F0212C01
A completely empty room using the Green Greens theme. The music played is the track used in 'Dyna Blade' Stage 1.

Room 120

GG code 4D44-53AD DF44-5EDD
PAR code F0212B20 F0212C01
An unused quick tutorial room. Based on its placement by ID, this would be a quick tutorial for 'Spring Breeze'. The actual quick tutorial used for 'Spring Breeze' is the same as the one used for 'Dyna Blade'.

Room 12A

GG code 62BC-EED4 EEB8-EE64
PAR code F09BAC8D F09BBEFF
(used for the first door in Dyna Blade Stage 3)

Unused bonus cannon room. This should be used after the Iron Mam battle on the main map. It's placed directly before the Iron Mam battle room, just as the other bonus cannon rooms are placed before the first actual room of a level. Presumably a door with a room warp ID of FF7F would lead to this room, but there's no room in the level data to place a door warp.

Since this room is never accessed the way it's intended, the object graphics are loaded incorrectly. To fix this, beat a level in 'Dyna Blade' first, then immediately go to 'Dyna Blade' Stage 3 and enter the door. This will fix the object graphics, but the bonus cannon will not use the proper yellow palette.

Stage Oddities

Some rooms in the game have hidden content that can never be accessed through normal play. Currently, this is only seen in rooms from 'Revenge of Meta Knight', but similar content may exist in other rooms as well.

Meta Knight Stage 1

Hidden from view in the first room of this stage is a solitary Wheelie on a ledge. It's positioned right above where Kirby's Warp Star crashes. Stranger still is that this is the only Wheelie in that room. Its behavior is set to charge at Kirby when he gets too close.

On his Warp Star rampage, Kirby never moves close enough to the Wheelie to activate it. Even if he did, the Warp Star goes too fast for the Wheelie to catch up. In the game's remake Kirby Super Star Ultra, the camera allows Kirby to fly up and reach the Wheelie enemy.

Use Game Genie code BCC4-1CAD and enter the first door in Green Greens. You'll be able to move around freely in the left side of the room. Also if you die in the first room of Level 1, the screen boundary doesn't activate, allowing you to fly and get the Wheelie enemy.

Meta Knight Stage 5

Another enemy that's hidden in normal play. This Waddle Doo is never activated, as the camera never scrolls far enough to the right.

Further to the right are some tiles that don't appear anywhere else in the game. They even have the correct properties, sloped and everything! Perhaps there was supposed to be a Maxim Tomato or 1-Up or something down this path. In the game's remake Kirby Super Star Ultra, both Waddle Doo and these unique slopes are removed from the level entirely. The slopes got replaced with more generic ones.

Game Genie code 84C4-1CAD D7C7-166D will place you on the right side of the Laser Ball wall. Just take the first door in Green Greens.

Meta Knight Stage 8

In the room after the Meta Knight battle, there's a door that can't be entered in normal play. The player doesn't have any control over Kirby at this point. However, through hacking you can enter the door, and..it actually works!

In this room's level data, there's a specific warp coded for that door. The warp goes to..the same room, slightly below the normal spawn point. This might have been put in for testing purposes in case the Wheelie helper failed to spawn. The entrance was removed in the game's remake Kirby Super Star Ultra, and the room got unused.

Unused Level Tiles

To do:
Search for unused metatiles in the remaining tilesets.

Tiles that are unused. Self-explanatory, really.

Wooded Hollow

A gigantic amount of tiles for the Wooded Hollow tileset remain unused in the game. There are four rooms in the game that use this tileset, and they're all mostly flat, with no platforms at all! Spikes, bomb blocks, even regular blocks are never used in those four rooms. This tileset was obviously planned to be used in more rooms, but..oh well.

Unused Room Palettes

Game Genie codes are provided where applicable.

Palette 69

An unused wavy grass palette, sort of an autumnal sunset kind of thing. Use Game Genie code 1BCD-1CDD to set this palette to the first room of Green Greens.

Palette 93

Palette 90
Palette 93

A dark version of Palette 90. Light and dark palettes are only used in three places: the lit and unlit candle rooms in the Old Tower area of 'The Great Cave Offensive', and for Kracko's lightning attack. Both candle rooms use the light and dark blue ruins palettes, so this never gets used. Game Genie code BD25-18AA B726-16DA will enable this palette in the lit candle room.

Palette 94

Palette 91
Palette 94

Same as above, but with a green color scheme. Game Genie code BFA0-3BAE B0A0-3CDE alters the palette in the unlit candle room.

Palette 95

This would presumably be used for a dark room too, but there's no corresponding bright palette in the game.

Palette AB

A brighter version of the dark cloud palette that's used in the game. Game Genie code C827-4CDE sets Bubbly Clouds' first room to use this palette.

(Source: Original TCRF research)

Version Differences

A throng of graphical changes were made between the Japanese and international versions of the game, most of them involving the abject terror that is Japanese food.

Title Screen

JapaneseAmericanEuropean

All non-Japanese releases had the logo slightly shifted upward (thusly slightly changing the dots in the background) as well as the copyright info updated (notice the trademark?). The bars around the copyright info also had their colors uniquely changed for each version, presumably due to palette limitations.

Food

12 of the food items were altered from the Japanese version. The foods at the top are Japanese, the ones at the bottom are from the other releases. You probably figured that out on your own.

Tutorial

Kirby super star cheats game genie play Japanese
International

The Shoshinsha mark (a Japanese symbol used for newbies/new drivers) was replaced by good ol' Kirby elsewhere. As the tutorial icon consists of two halves that are 'slammed' together, the driving symbol makes more sense than cutting poor Kirby in half.

Interestingly, Super Star Ultra uses two halves of a whole Kirby in all versions.

Controller

JapaneseAmericanEuropean

The American version changed the colors of the SNES controller for the game's tutorial to match the hardware. The European version keeps the Japanese palette, but the text was not altered in the game's tutorial, and thus refers to the controller having purple buttons.

Samurai Kirby

Japanese
International

There are animated weeds in the foreground of this mini-game in the Japanese version. This was eliminated for translation text, but was restored in Kirby Super Star Ultra.

Gourmet Race

Japanese
International

After completing a round of Gourmet Race, the text 'clear time' is written in the Japanese version. This was changed to just 'time' in the international versions.

Final Credits

Japanese
International

The credits for Milky Way Wishes had a 'maido' sign next to one of the Kirby graphics in the Japanese version.

Japanese
International

/download-aplikasi-cheat-game-android.html. In addition, 'and more..' was changed to 'There's more..' at the very end (this change was reverted for Super Star Ultra, possibly because the end credits are now an FMV).

The Arena Animation

Japanese
International

In the Japanese version, the title text for The Arena 'explodes' onto the logo as it fades in. This was removed in other versions, and the non-Japanese logo appears to be done from scratch.

Computer Virus Battle

Japanese
International

Every single opponent in The Arena has the same exact name written in plain English for the Japanese version as well - except for Computer Virus, which was originally known as Battle Windows. It was likely changed because players might confuse it as a PC jab. This was reverted for Super Star Ultra.

Japanese
International
DARK NIGHTDARK KNIGHT

The Dark Knight's name was changed to correct the typo in knight.

Glitches

To do:
More glitches here.

Kirby Super Star Cheats Game Genie Sega

To do:
https://wikirby.com/wiki/Glitches_in_Kirby_Super_Star One of them is a fully explanation on how you can crash the game in Milky Way Wishes. There's also a sprite change glitch due to lag, but it happens on ZSNES due to emulation bugs.

All of the following glitches work only on the Japanese version. Some of them work on the international versions.

  • As Jet Kirby, do a semi-charged or fully-charged boost in midair. Pressing Up + Down while flying sends Kirby flying diagonally. If he bumps into a wall after a semi-charged boost while holding Up + Down, Kirby will bounce skyward very fast.
  • As Fire Kirby, do a running boost in midair. Pressing Up + Down causes Kirby to zip downward very fast, passing through floors.
  • As Plasma Kirby, holding Left + Right and pressing Up charges to the maximum immediately, allowing you to fire fully-charged shots right away.
  • As Yo-Yo Kirby, pressing Up + Down + Y in midair causes Kirby to disappear forever. If you do this with a helper, the game acts as if the helper doesn't exist.
  • As Beam Kirby, pressing Left + Right + Y makes the beam spawn from a slightly higher location.
  • Pressing Up + Down on a ladder has some pretty glitchy effects, although it crashes the game (and erases all save files!) most of the time.
  • Holding Left + Right when grabbing an enemy facing left with Suplex crashes the game. If you do this when jumping, Kirby will fall faster.
  • The game has a glitch which is called in the Japanese community '0%, 0%, 0%'. At complete random or by crashing the game in a certain way (notably by using the 'Up+Down on a ladder' crash glitch), your save files will be deleted and all game data is erased.
  • In Starship form, pressing Up + Down or Left + Right, will freeze the game.
(Source: GoldS, Mugg1991, LinkTheLefty, Kirby SDX TAS)

Revisional Differences

Later releases of the game such as the Virtual Console releases and the SNES Classic Edition release reduced the flashing lights that appears when bosses use certain attacks (i.e. Marx's laser), defeating a boss, or when Kirby loses a life, as part of Nintendo's newer policies in order to avoid causing epileptic seizures.

Error Message

Wrong Controller

This simple error message comes up at boot if anything other than a regular SNES controller is plugged into either controller port.

Region Lockout

This simple error message comes up at boot if an American/Japanese cartridge is being played on a European/Australian console (or vice versa).

The Kirby series
Game Boy (Color)Kirby's Dream Land • Kirby's Pinball Land • Kirby's Dream Land 2 • Kirby's Block Ball • Kirby's Star Stacker • Kirby Tilt 'n' Tumble • Jaguar Mishin Sashi Senyou Soft: Kirby Family
NESKirby's Adventure
SNESKirby's Dream Land 3 • Kirby's Dream Course • Kirby's Avalanche • Kirby Super Star
SatellaviewKirby no Omochabako Baseball • Kirby no Omochabako Pinball
Nintendo 64Kirby 64: The Crystal Shards
GameCubeKirby Air Ride
Game Boy AdvanceKirby: Nightmare in Dream Land • Kirby & the Amazing Mirror (Prototype)
Nintendo DSKirby: Canvas Curse • Kirby Squeak Squad (Demo) • Kirby Super Star Ultra • Kirby Mass Attack
WiiKirby's Epic Yarn • Kirby's Return to Dream Land • Kirby TV Channel • Kirby's Dream Collection: Special Edition
Nintendo 3DSKirby: Triple Deluxe • 3D Classics: Kirby's Adventure • Kirby Battle Royale
Wii UKirby and the Rainbow Curse
Nintendo SwitchKirby Star Allies • Super Kirby Clash
Retrieved from 'https://tcrf.net/index.php?title=Kirby_Super_Star&oldid=865185'

Game Genie Codes

Kirby Super Star Cheats Game Genie Nes

Official Game Genie Codes
Infinite LivesDD6C-DD66
Start with 99 LivesBBB2-D4AF
DDB2-D7DF
69B2-D70F
Start with 10 LivesFDB2-D4AF
Start with 1 LifeDFB2-D4AF
Invincibility
Will not work after picking up meat.
EEB3-DDDF
Stop Timer6D6D-DF06
Slower Timer5E6D-DDA6
Faster TimerFE6D-DDA6
Start with 99 HeartsBBB3-D40F
Start with 50 Hearts9DB3-D40F
Use Weapon on First Enemy for Extra LifeEEBA-D40F
First Heart Worth 99 HeartsEEB3-D46F
Unlimited Ammo for Most WeaponsA689-0FD7
No Damage from Most EnemiesD22F-07D7
Most Weapons Do More DamageD220-07D7
Weapons Hit Target Multiple TimesD221-04A7
Weapon Hits Enemy Until DestroyedD221-07D7
Weapons Deal Damage in Front, Above, and BelowD255-04D7
Enemies, Bosses, and Candles are Destroyed in Your PresenceF223-04D7
Other Codes
Whip at Full Power with First Power UpDD24-AFD7
All Hearts Worth 99 HeartsD726-6407
Continue with 99 HeartsBBB0-0F6F
Continue with Whip UpgradesDFB0-07AF
Continue with 255 Health
Health meter will appear normal.
EEB9-0F0F
Continue with Weapons, Hearts, and Triple Shot
Contine with amount present before death.
DFB0-04DF
DFB0-040F
Super JumpFDC5-04D4
Mega Jump4DC5-04D4
Start with and Keep…
Use these 2 codes plus one of the below.
CBAA-6DAF
69AA-6F6F
…DaggerDFAA-6FDF
…AxeD4AA-6FDF
…Holy WaterD7AA-6FDF
…BoomerangD0AA-6FDF
…StopwatchD9AA-6FDF

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