Glitch

A glitch is the unintended behavior of a game, usually a result of a programming mistake, or by overlooking a specific (usually esoteric) sequence of events that players can, but weren't expected to perform during normal gameplay. A glitch is usually detrimental to the player's experience, and can be so minor that it easily goes unnoticed. Sometimes, however, it can be severe enough to freeze the game, cause the playable character to die for no apparent reason, or even corrupt the entire save and force the player to restart from the beginning. In certain cases though, glitches can be helpful to players. Glitching a game, however, refers to a player intentionally triggering the unintended behavior.

Moonwalk Kirby
To achieve this glitch, the player must make Kirby jump, then rapidly press left and right on the D-pad. If done correctly, Kirby will begin to moonwalk. After about .7 seconds, he will begin to walk normally again.

Early Ending Credits
Firstly, Kirby must have the Stone ability for this to work. In Level 6-1, go through the first door to the Rolling Turtle Mid-Boss fight. Use the Stone ability on the block Kirby is standing on, and he should be "splashing" up and down. Use the ability again, and bizarre things should start to happen, such as the tilesets messing up. After a while (when the whole screen is covered),  the credits should appear, but be careful. Doing this may result in the loss of the player's save file.

(Somewhat) Infinite Microphone
During the battle with Paint Roller, Kirby has to hit him three times (so it's health is halfway down), and then swallow the Microphone when it appears. Then, Kirby has to use it twice to defeat Paint Roller with one Mike remaining, then immediately move to the middle of the screen and use the last Mike. The level will end before Kirby loses his ability, so the counter will be at zero, which really means 266 more uses. When Kirby uses the Mike ability, the screen will become distorted with numerous sprites (only until the attack ends), although this doesn't negatively impact the game.

Shine &amp; Bright's Speedy Sprites
Firstly, Kirby must have the Hi-Jump ability. Then, make sure Mr. Bright (sun) is in the sky & Mr. Shine (moon) is on the ground standing next to Bright. When Mr. Bright uses his energy beam attack, Kirby must use Hi-Jump to go through Mr. Shine, the energy beam, and Mr. Bright unharmed. The invincibility of the jump should wear off when inside Mr. Bright, so Kirby will take damage. At that point, most of the screen will become pixelated and filled with garbled sprites (the player can still see the game clearly) and everything will move slightly faster.

Water Splash
Firstly, Kirby has to discard the current ability he has, and then the player must immediately pause the game. Then, Kirby has to leave the stage he is currently in. If performed correctly, when the player presses B, Kirby will be splashing water on land. If Kirby forfeits the star from this "ability" and inhales it, Kirby will appear flashing as if he inhaled an ability-bearing enemy, but no ability is obtained from actually swallowing the star.

Pseudo-permanent Sword/Hammer/Parasol
A variation of the above glitch that is instead performed with either the Sword, Hammer, or Parasol abilities. Performing this glitch allows Kirby to have either a Sword, Hammer, or Parasol ability that isn't dropped if Kirby is hit by an enemy. Forfeiting and inhaling the star from these abilities produces the same results stated above.

Pseudo-permanent UFO
Another variation of the Water Splash glitch performed with the UFO ability. Performing this glitch allows Kirby to have a UFO ability that is not only kept even after Kirby is hit, but is also able to be carried anywhere; the ability will last as long as Kirby has it, and he will not lose it if he exits a level. The star, just as it was with the normal glitch and its other variation, causes Kirby to flash as if he has an ability, and provides no ability when actually swallowed.

Hurly Mistake
The player must get to the top stage of Kracko Land. Once Mr. Bright is defeated, the Chuckie will change into a Hurly, and Mr. Shine will appear. The player must then intentionally fall back into the middle stage, and launch back up into the top stage. Mr. Bright and Chuckie will be there again, like normal. However, for a split second during the transition from the middle stage to the top, Hurly will be there instead of Chuckie.

Invincible Block
Obtain Burning ability and enter Stage 4. Destroy one of the lowest ability blocks, then hit Kirby into the tiny space left. Instead of breaking the block Kirby bumps into, he will hurt the Blocky next to it. This can happen multiple times before the Blocky is defeated.

Pinball Block Rapid Score
Obtain Burning ability and enter Stage 4. Do not break the ability blocks next to either pinball block. When Kirby is directly beneath a pinball block, press B. Kirby will rush through all the blocks in his way and through the pinball block... but then hit the ceiling. The pinball block is immediately below the ceiling, and with a wall to the left and right, Kirby will be trapped inside the pinball block, earning rapid points. He will eventually fire out the bottom.

Invisible Bomb
This glitch can only be attempted in Milky Way Wishes. Firstly, select the Bomb ability while Kirby is underwater. The bomb Kirby is holding will then explode. Then, make Kirby jump out of water and onto the ground. When he does, Kirby will act like he is still holding the bomb, when he's really holding nothing at all.

This glitch doesn't work in Kirby Super Star Ultra.

Invincible Wheel
With Wheel, turn into the wheel and hold down the B button until Kirby hits a wall. Let go of the B button and he should still be rolling slowly. Kirby is now invincible, and when an enemy touches him, it does quick damage.

Glitched Wheelie
In Revenge of Meta Knight, after Meta Knight is beaten and the screen fades to black, have Kirby turn his ability into a Helper right before the screen becomes completely black. If done correctly, in the scene where Kirby falls onto the Wheelie, the helper he just called will be glitched into the sprite of the Wheelie he is riding.

Clone Marx
In the battle against Marx, have Kirby get any ability that can grab enemies (Jet, Suplex, Parasol, Ninja, etc). When Marx drops the orb that breaks into a wave of ice, try to grab that orb the moment it hits the ground. If done too early, Kirby grabs the orb. Too late, and he either blocks the ice wave or gets frozen. If timed just right, the orb will turn into another Marx.

Malfunctioning Elevator
This glitch occurs in elevators. To trigger the glitch, step in an elevator, and make sure Kirby has the Sword ability. Move the elevator up, and perform an attack as it ascends. Kirby will slip through, and fall. This is fixed in the remake.

Kracko Reborn
When fighting Kracko in Spring Breeze, hit him five times with the normal Hammer attack. Quit and then return to the same level. When the player reaches Kracko again, the player must hit him with Hammer Swing. Kracko will disappear for a few seconds and come back as a random character, or even a random object. Things he can transform into include Kracko Jr., Heavy Lobster, a purple Waddle Dee, the sword offered for the battle with Meta Knight, and an orb from Galactic Nova Nucleus.

The Moonwalk
This glitch can be performed when playing the game on a Nintendo Wii with a GameCube controller. If the Wii Classic Controller Pro is used he will seem to walk backwards but remain stationary. Push the D-pad left while pushing the joystick (not the C Stick) to the right. If done correctly, Kirby will start walking backwards. Sometimes Kirby trembles violently while doing the moonwalk.

Whispy Woods' Extra Air Puff
Right after Whispy shoots his second or fourth air puff, Kirby must hit him. He will take damage, then will act as if he's blowing an air puff, but no damaging air puff will appear.

Meta Knight's Damaged Health Meter
While Meta Knight is taunting Kirby with Galaxia and then jumping off his platform, Kirby must hit Meta Knight using the Sword ability before the Knight's health meter fills up completely. He will have taken damage, but his health meter won't appear to go down. When Kirby hits him again, Meta Knight will take damage and his health meter will have a gap in it, leaving behind the first section of health that was lost. Meta Knight's meter behaves normally upon Kirby's third attack.

Bosses/Mid-Bosses Ineffective Attacks
If Kirby stands close enough in front of Dedede when he tries to hit Kirby with his hammer, Kirby won't take damage. Also, if Kirby is standing close enough to Dedede and crouches, he will not be inhaled. Kirby absolutely can't be harmed by Dedede in any manner (except for his floating around and his subsequent air puff) if Kirby is floating at the very top of the screen. Among a few other Bosses' and Mid-Bosses' non-damaging attacks are: Meta Knight can't hurt Kirby by stabbing upwards when Kirby's at the top of the screen; Nightmare's whirlwind attack will not harm Kirby if he stands in his normal fashion upon ground; Mr. Shine's rolling on the ground over top of Kirby provides no damage if Kirby is crouching; while Fire Lion's failed pounces leave him lying face-first on the ground, Kirby may move freely right through the immobilized Lion until he starts moving again. Some of these safeties do not apply to Meta Knight (the player) in his Sub-Game.

Heavy Mole's Weak Arms
Without taking damage, Kirby can jump through Heavy Mole's thin arms (close to the circular blade) while they are extended fully.

Forcing an Ability Star Through a Wall
While fighting Heavy Mole, dig a pit (or wait till Heavy Mole unintentionally does it for the player) and drop the Ability Star in the pit. The player needs to ensure it can't bounce out of the pit. When the auto-moving screen sandwiches the star, it will be forced to the right, bouncing incessantly until it self-destructs, is inhaled, or comes out of the wall.

Knights Slipping Off Edges
If a Sword or Blade Knight is on the very edge of an open-ended platform, it can fall off. The knight must be the kind that waits to slash at Kirby until Kirby comes close enough to it. If Kirby stands out of range and fires any projectile at the knight, it will attempt to block the attack. Upon its 12th consecutive attempt, it will fall off the platform into/onto anything below it. This glitch also works in Kirby & the Amazing Mirror, but is activated only by a Sword Knight's slashing at Kirby by its own choice, landing at the edge of its platform. Boxin may also be seen falling off their platforms while dancing around near the edge. This phenomenon of enemies "slipping" is more difficult to observe in Kirby & the Amazing Mirror than in Kirby: Nightmare in Dream Land.

Cowardly Blippers
As a Blipper follows Kirby (and doesn't ram into him), after approximately 28 seconds, it will choose to permanently retreat. Kirby can then chase it in any direction he wants. This also exactly applies to Kirby & the Amazing Mirror, but in that game, the retreating Blippers are more responsive to Kirby's chasing them than in Kirby: Nightmare in Dream Land.

The Star Rod and Cutter's Missing Projectiles
For both abilities, the regular attack can be glitched by performing the attacks consecutively as quickly as possible. Only three projectiles seem to be allowed in the screen's view at once. Every additional attacks' projectile will be non-existent so long as three are currently on-screen. Kirby will only go through the motions of throwing the Cutter or swinging the Star Rod and no projectile emerges. Where the invisible projectile should be if it were visible, no damage is dealt by this area to any enemy. The Star Rod's glitch only occurs in the final battle against Nightmare.

Kirby, the Silent Dasher
Dash, then jump while holding the "left" or "right" button. Let go exactly before Kirby touches the ground. Then, exactly after Kirby touches ground, the player must hold or press that same directional pad button pressed before. If the process is executed skillfully, Kirby will continue to dash, but without leaving any trail of dust behind him as well as no "dash" sound effect.

Kirby's Long-fall, No-bounce, Instant Attack
Falling from high enough in the air will cause Kirby to bounce onto the ground or most enemies upon impact. Pressing "B" will activate Kirby's simplest attacks (in Kirby & the Amazing Mirror, these work easier for this glitch than the more complex, direction-based moves); if the player times Kirby's attack so that it matches the very instant Kirby face-plants, the attack will be performed and Kirby will not bounce off the ground. Using the "Sword" ability's slow, normal slash attack provides the most distinct visual and audible feeling out of all the abilities when performing this glitch. The player will often still hear the "bounce" sound effect upon glitching. This glitch may also be performed in Kirby & the Amazing Mirror.

Flinging Enemies Through the Ground
Using Backdrop or Throw, Kirby may fling enemies downward through a platform he is on. The platform must be thin (for instance, all the cloud platforms when fighting Kracko are this thick, even the main arena platform). To glitch using Backdrop, Kirby should grab the enemy in mid-air at a height of about the same thickness as the platform beneath. Backdrop is a very difficult ability to use to activate this glitch because the grab height required is terribly precise (likely down to a single pixel); utilizing Throw is much easier and requires no virtually no precision. Utilizing the Throw ability, Kirby can grab an enemy while it is on the ground, or falling in, about to fall, jumping into, and/or flying/hovering/floating in the air, for example: cannonballs fired from Shotzos, Sword and Blade Knights standing on the very edges of their platforms, Bombers teetering on an edge, Kabus that voluntarily explode straight up into the air, etc., can be used to succeed in performing this glitch; then Kirby can fling the enemy downward either left or right, while Kirby's standing on thin ground. If done correctly on a platform sufficiently thin, thrown enemies should fly right through; however, there are several exceptions: some stationary Sir Kibbles (refer to Level 2 Stage 5) can be thrown down through a platform, while identical others can't (unless they are grabbed while hopping over their own cutters); referring to the same aforementioned Level and Stage, Waddle Doos walking with their Parasols can only be thrown through every alternate, separate thin platform they walk on. Only certain enemies will work for this glitch; they generally cannot be types that float, e.g.: UFO, or Laser Ball; hopping enemies (e.g., Poppy Bros. Jr., Cappys, etc.). In Kirby & the Amazing Mirror, Kirby can fling a defeated Mid-Boss through a permeable platform (e.g. fighting Batafire in the second room before Kracko). Any enemy thrown through a platform will smack into any secondary surface beneath it, even if it is an identical, thin platform.

Invisible Wall-bounce Impact
Using the Ball ability, Kirby must hit the side of a wall after he bounces upward off the ground. Once he reaches his highest point in the air, he will appear to be flattened, have stars around him, and be accompanied by the "impact" sound effect, all just like a normal wall, ceiling, or ground impact (except Kirby won't bounce off this "invisible wall"). Kirby must be glowing blue as he falls to the ground (before bouncing up and off the wall) to activate this glitch. Thus, a tiny bounce won't work. This glitch will not work if Kirby touches the ceiling once he has bounced off the wall, because he will not have reached his highest potential ascent in the air.

A Mouthful of Nothing
When fighting a Boss, Kirby must try to inhale an object right after he deals the final blow toward the Boss. If the item is close enough to Kirby's mouth when the Boss takes the final damage, the object will explode and disappear, but Kirby's mouth will become full with the already-destroyed object. This is best accomplished when fighting Whispy Woods in his last bit of health by: inhaling an apple, shooting it at him, and being in the process of inhaling another apple when the first apple fired deals the final blow.

Extra Bounce While Discarding Abilities
As soon as Kirby bounces off the ground by falling, discard his ability star. This will make him bounce a second time during the first bounce. This isn't possible to duplicate in Kirby & the Amazing Mirror.

The Dual-side Platform Teleport
Kirby must have the Ball ability. When bouncing at full power in ball form on the edge of a solid platform, immediately come out of ball form upon closely approaching the underside or topside. Move left or right, as the case may be, off the open edge of the platform upon reaching its surface. In normal form, Kirby will travel at top speed either upwards (to the height of his Ball form's previous bounce's terminal velocity; in other words, to his max bounce height) or downwards (until the touches ground). Changing out of ball form right after a bounce at full speed also provides Kirby a giant leap (or quick descent)!

Discard Kirby's Copy Ability, Reset His Pose
While stationed on a ladder, drop Kirby's ability star. Whatever posture Kirby is in (when he stops climbing on the ladder) is then automatically reset to a generic pose. This will not work in Kirby & the Amazing Mirror.

Delay in Ice Cube Disintegration
While the ice cube is still forming after using Freeze or Ice on a suitable enemy, kick it and hit another enemy with it. The cube will continue to form until it's complete, even after the enemy is destroyed by it. When complete, it will automatically disintegrate like it should have when it first hit the enemy; discarding either of these abilities, while an ice cube is forming, also produces a delayed disintegration.

Silent Attacks
Upon releasing an Ability Star, the player must immediately be in the process of aquiring the Spark or the Freeze abilities; pressing and holding "B" exactly after the mini-cutscene of Kirby's gaining either ability, will allow the player to hear no sound from the newly-gained ability's attack, temporarily. This glitch is also applicable to almost all of Kirby's abilitys' attack sounds found in the game; for example, using Star Spit (or any newly-gained copy abilitys' attack) right when a previously spat-out star hits an object will produce a silent attack.

Kirby's Lightning-fast Mouth
Kirby must have an ability, float into the air, and discard the ability immediately after he exhales (creating the air puff); upon discarding the ability, Kirby will instantaneously shut his mouth, and his mouth may not even be seen open, so long as there is extremely little time between Kirby's "exhaling" and subsequent "discarding". This glitch may also be observed in Kirby & the Amazing Mirror.

Hard Water
Using single-Star Spit, Kirby can allow the water to block the attack if he performs the attack the instant he enters/leaves the water's surface.

Blipper's Mid-air Splash
Using Backdrop, Kirby can rush and grab a jumping-Blipper that is in the air; the instant Kirby throws the Blipper, a splash of water will be seen in the air right where the Blipper was released; a second, normal splash is still seen once these types of Blippers are thrown down into water beneath them. The Throw ability may also be used in any direction against these Blippers to perform this glitch.

Involuntary Swimming
When Kirby drops an Ability Star while mid-water, underwater, he will automatically perform a single stroke through the water.

Recoil-free Slide Attack
Kirby will not bounce backwards if performing a slide attack that damages a Star Block first and then an enemy right after.

Effective, yet Unhalted, Air Puffs
If Kirby fires an air puff at a distance (at the extreme end of an air puff's range of effectiveness) at a minor enemy, the enemy will be defeated, but the air puff won't explode on contact.

Flinging Enemies Through Walls
Using Throw, Kirby can throw minor enemies, defeated Mid-Bosses, and Star Blocks through walls with open space (air/water) on the other side. He must be right up against and facing the wall; then he needs to throw the enemy at an angle parallel to the ground, not up or down. The enemy flies through the other side of the wall, and continues until it's out of range, or hits a barrier (e.g., while flying through the air, or sinking down through the water ((just like when double-Star Spit is used underwater))).

Temporarily Freeze the Bosses
When fighting most major boss characters (i.e., Mr. Bright and the Nightmares are unaffected by this glitch), Kirby can take advantage of the lag time exhibited by a Boss's sequence of damage-taking. First, the player must inflict damage to the Boss, and then press "Start" during the Boss' subsequent shaking and flashing (it is best done ASAP); on exiting the "Start" menu, the sprite and/or repetitive action displayed immediately before the Boss's "damage sprite" will often remain unchanging and continue for varying lengths of time, depending on the situation. The only way to observe this is by inflicting the damage and pressing "Start" right before the Boss changes its movements (an excellent example: inflicting damage and pressing "Start" right when the battle with Kracko's true form begins and he changes fully into the cloud and is "fluffing" at his normal rate; the result: for the duration of Kracko's first attack, he will continue "fluffing" at his normal rate ((not his double-time rate typically seen in this electric attack)), until he ends the attack). Hitting the Boss while it's "frozen" nearly always will not hinder the duration of the seized sprite('s') movements (or lack thereof). Using the described technique, once the player presses "Start" and exits that screen, Kirby can inflict the next bout of damage sooner than if the technique had not been used. This glitch can be performed successively on a single sprite (i.e., an already-"frozen" sprite can continue to be "frozen" if the technique is used on it). Only on very rare occasions, the game may freeze; the system's buttons will have no effect, but the only things remaining are: the screenshot and the music (playing and looping normally).

Whispy Woods, The Rotten "Apple of My Eye"
Following the same freeze-activation process as described in the preceding glitch: if Whispy Woods is hit right before he makes an attack (it is essential that he takes the hit not during, but slightly before his "Apple Drop" attack), a small, deformed left eye will appear; the finishing touch: a brown, slightly-pixelated apple just right of its center.



The Many Faces of Whispy Woods
Building somewhat off of the previous glitch, the timing of Kirby's attacks and "Start"s can result in several different mutations of Whispy's face. If the aforementioned two-step process is applied at various times, it may briefly result in any of the following (not including the "freezing" of repetitive actions or sprites): Whispy's mouth and/or nose will disappear, both eyes will become enlarged in excess and will be spaced extremely far apart and the mouth placed far to the left on the trunk, and/or the left eye will flatten and tilt (so that it declines to the right) and a brown tear drop will appear at various sizes.

Vaporizing Heavy Mole
Heavy Mole can completely vanish without any explosion when Kirby deals the final blow: Kirby must damage Heavy Mole exactly when he opens up to fire his red or bronze Dyglops. The length of Heavy Mole's firing intervals is always erratic (aside from the first Dyglops fired), so this glitch is equally difficult to pull off (compare to the other "Heavy Mole" glitch recorded above).

Kirby's Invisible Landing When Kirby just about touches ground while falling normally (not while floating), the player must press the "A" button. Performed correctly, the player hears Kirby's landing on the ground, but does not see his landing: Kirby simply inhales some air and floats.

DeDeDe's Faceplant = a Vanishing Ability Star
When King DeDeDe falls flat on his face during the epic battle, Kirby can take advantage of a new way to disposess an Ability Star. Right before the king stands up, after faceplanting, Kirby must discard his current ability. The star will be seen only until DeDeDe returns to his standing position, whereupon the star instantaneously disappears. Attempted inhale of the fleeting star by Kirby is non-effective. The Ability Star doesn't exist in any form once disappeared (i.e., it's not just invisible and inhalable).

The Magnetic 1UP In Rainbow Resort, Stage 5, at the end a cannon leads to a room with four 1UPs. Kirby should float into the double-block-formed corner (as far as he can go) beneath the two 1UPs at the left: if he faces right, he'll automatically gain the left-most 1UP. This glitch doesn't apply to Meta Knight (the player) in his Sub-Game, though.

Mid-boss Stationary Slip-ups
Regarding Mr. Tick Tock and Mr. Frosty, if the former is led to run into the left wall of the arena, he'll not bounce off of it, but will lie in place on his back kicking his arms and legs; the latter will fall on his face in place if he is facing opposite either side wall and is positioned to it as close as possible: when he goes to throw an ice cube, it will drop right to the ground.

King DeDeDe's Weakling Jump
When the King is floating in the air, Kirby must lead him far to either side of the arena and damage him from below. If DeDeDe was damaged as close as possible to the wall, and was at that same time floating backwards (i.e., facing opposite the wall, moving backwards), once he lands, by chance he may decide to long-jump: in either direction, he will try to jump but will only get partially off of the ground, if not at all. He will not move either left or right while jumping. After that faulty jump, "Triple-D" returns to normal.

Wheel Through Walls
First, go to Olive Ocean and head to the room containing Bonkers. Super-inhale and assimilate Sparky and Sword Knight; repeat until Kirby gets the Hammer ability, then pound the stake with it. Return to swallowing Sparky and Sword Knight again until Kirby gets the Wheel ability. Now, have Kirby move up to the point where the screen scrolls towards Bonkers, face left toward the chasm, change to Wheel form and change back right when Kirby gets off the edge. Kirby will now be inside the walls; he may travel through the walls by first holding either "left" or "right", floating up once, exhaling, and then releasing the "left" or "right" buttons. This glitch can be replicated at other Mid-Bosses, with other abilities that transform Kirby other than Wheel.

Stuck Flamer
In Rainbow Route, in an area full of Star Blocks lies a Flamer. If Kirby bumps into it while using the Wheel ability, it can be knocked inside a wall (any other ability will work if it partially damages a Flamer and sends it flying far enough). It can then fall onto and circle around any platform beneath it, whether it be a type of Block, or part of the wall complex (since walls are technically gigantic platforms), etc. Another type of Flamer will temporarily float and follow Kirby relentlessly upon being partially damaged (it can also follow Kirby through water without being damaged by it); when following, if this type of Flamer has a solid barrier between it and Kirby (standing right up against the barrier), it will vibrate erratically and Kirby won't be harmed.

Dark Mind's Hats
Beat Dark Mind's second form. At the last second, call the other Kirbys. Make sure one of them has Sword, Bomb, Missile, Beam, Fire, Tornado or Laser. Once all the Kirbys hop onto their own Warp Stars to fight Dark Mind, their hats would be on the top-left corner of the star. With Missile, though, it will be on top of their heads.

Blockin Ladder
Go to Carrot Castle. Go to the room where a Blockin is next to a ladder. Have Kirby push it into the ladder so it turns into a block. At the same time, have Kirby grab onto the ladder and swiftly make his way to where Blockin will land. The Blockin will push Kirby off the ladder, but the game still treats Kirby as if he is climbing a ladder, so Kirby can still "climb" up and down. When climbing any ladder, Kirby is able to climb up past the point where the ladder ends.

The Levitation Glitch
Kirby has to battle Dark Meta Knight before fighting Dark Mind. When he strikes the final blow, he must float to the top of the screen and stay there. Dark Meta Knight will shatter and Kirby will fall to the bottom of the screen, bounce off the ground, and levitate. This glitch can also be induced by using Smash's Final Cutter and the same move in the Sword and Master abilities. Use the attack just before Dark Meta Knight shatters, and Kirby will fly way up, and end up levitating at a much higher level than strictly by bouncing. In Boss Endurance, Kirby can get the UFO ability via Mix from various Bosses (inhaling multiple Mini Sharks that follow after Gobbler as he jumps out at Kirby, Bombar's missile attack, etc...), and keeping it to the end of Dark Meta Knight's battle will automatically levitate Kirby at any part of the screen when Dark Meta Knight shatters. The levitational effect will cease when Dark Mind's portal appears.

Copy Star Through Walls
Kirby (with a Copy Ability) must stand in front of a door that can be opened by a switch. However, for this glitch to work, the door must be shut. Kirby must face away from the door and drop his ability. The Copy Star will bounce through the wall onto the other side.

Master Glitch
Firstly, Kirby needs the Master ability. Fight a Boss and lower Kirby's hit points to around 2. Then, call the other Kirbys and get rid of the copy ability and leave it bouncing around. Have Kirby quickly die in the fight, then run back to the mirror. If done correctly, Kirby's friends should still be heard and seen fighting the Boss while Kirby's not in the Boss's arena. Specifically regarding Bosses, this glitch only works against Moley, Kracko, and Gobbler. Left in any room, the Master ability (or any discarded ability) will remain there indefinitely (in the Ability Stars' case: only until it breaks), so long as any of the other Kirbys are still in that room when Kirby re-enters the room

Stuck in Snooter
Kirby needs the Smash or Stone ability for this glitch. Find a Snooter and have Kirby call his friends (any number of them will do), then have Kirby turn into stone with Snooter directly in front. The other Kirbys will sometimes walk in front of Kirby and the Snooter will swallow them. Snooter then goes into his spitting movement, but nothing will happen and he can move naturally. The player can see the swallowed Kirbys floating behind the Snooter. After a while, all the Kirbys will fly out at the same time from Snooter in the direction they were swallowed in. This glitch is rare, so it may take a few tries to pull off.

Master Hand's "Triggered" Freeze
In Candy Constellation, en route to Master and Crazy Hand, the player will fight Master Hand. There is a pit with a covering of a few Star Blocks just to the right of him. While he's on the right side of the screen, the player should defeat him while he's high in the air and/or as far right as possible (taking advantage of his Burning Finger attack is best for meeting both of these conditions). If Master Hand is defeated correctly, he'll fall toward and into the pit on the right; if Kirby defeats him while he's high enough in the air and farthest to the right, he will land on the Star Blocks; then the player can shoot air puffs at the Star Blocks underneath him, and he'll fall into the pit. If the player waits, he/she can hear a Mid-Boss's explosion and its "trigger" before it. When the "trigger" sounds, Master Hand will freeze at whatever altitude he is falling/resting at and then explode (the player can thus see the "freeze" effect if he/she carefully times the destruction of the Star Blocks). The "trigger" undoubtedly possesses this levitational effect; the "freeze" effect is only clearly observed in this particular Mid-Boss battle with Master Hand; however, this "freezing" phenomenon is likely applicable to all defeated Mid-Bosses.

Kirby's Friends' Long-lasting Hats
In both Boss Endurance and the main game, once Kirby defeats Dark Mind's giant eye form, the player must press the R button just as the screen goes completely red; occasionally, any or all of Kirby's friends may arrive. Each one that arrives comes with his current ability and its respective hat and/or weapon. Occasionally, an item will come with them, too. Most of the time, they will move freely throughout the following cutscene, always without interference (sometimes, they may move around a bit and then line up in formation). Only those that are standing still, as normal, will get warpstars in that cutscene. All those who got "left behind" will still arrive with their respective warpstars in the final battle. Most of the time, the hats and/or weapons will carry over into the final battle and be seen with their respective Kirby. Some Kirbys may come with certain abilities, like Fighter in particular, that will render themselves invisible during the final battle with Dark Mind's unstable, third form: a blank Warp Star will be seen moving around and shooting projectiles as normal. Occasionally, this glitch will freeze the game right before the final battle.

Pushing Through the Waterfall
A tower section exists inside the ornate castle entrance in Peppermint Palace. Climb to the very top, and on the right, a Blipper trapped above and a Heavy Knight underneath will be seen. Destroy the barrier that's holding back the water and the Blipper. Kirby will need the Missile ability -- he must then fly up the waterfall, landing right in the little pond above. This trick can be used in Radish Ruins also, but in the horizontal water tube, there is an invisible barrier that cuts the Missile short. Unfortunately, repeatedly down-thrusting with the Master ability while moving to the right also doesn't work. However, this is the quickest way to move through any space of water.

Falling Through a Wall
In Candy Constellation, there is a room in which a switch is in the center suspended on three breakaway blocks with a Sir Kibble to the left and two Rockys to the right. Stand on the platform above the switch and walk (not run/dash) to the left off the platform at full speed. If the player constantly holds the "left" button on the D-pad while Kirby is walking and falling, Kirby will fall through the wall's horizontal-incline junction below. This works for the junction on the right of the platform, too, but the player has to use the "float and spit an air puff" process, instead of walking off the platform.

Kirby's Amazing Burning Colors
Right after beating Dark Meta Knight in his true form, just before he shatters, Kirby must use the Burning ability's Flame Tackle. Kirby will fly forward, and when he stops on the ground, his body will be any one of several flame-colored palettes! Unfortunately, the colors will only last about one second.

Reverse-direction Ice Cube Attack
Use the Ice attack on something freezable, and while it is being frozen, quickly inhale and shoot the air puff through it. If the air puff is touching the other side of the ice cube when the cube completely freezes, the air puff explodes and sends the cube flying back towards Kirby. The reverse-advancing ice cube still remains effective against enemies.

Dark Meta Knight's Straight Ricochet
In fighting both his true and masqueraded forms, Dark Meta Knight can be made to fly backwards straight through the air. Right when Dark Meta Knight's in the process of landing on the ground after having jumped, Kirby must slide at him so be bounces back off the Knight. Occasionally, at this time the Knight will have made the attempt to flip-jump backwards in a blur. However, when Kirby slides into him, Dark Meta Knight (as well as Meta Knight in other games) will then jump above Kirby and try to down-stab onto him (this is a common component of both the Knights' battle procedures). In the combination of his trying to jump backwards and jump up at Kirby to down-stab, Dark Meta Knight will exhibit this glitch. From anywhere on the ground, he will fly straight backwards (frozen in his jumping posture), in a blur at an angle towards the wall. He often leaves a star on the wall, like he normally would if he wall-kicked, but in batttling his true form, sometimes he will just bounce right off the wall to the ground without leaving a star. Upon glitching, he'll also sometimes decide to wall kick and fly up and out of the screen's view, making it trickier to predict where he'll land.

Cross the Wind Tunnel Without the Bridge
In Radish Ruins, along the canyon path (in the room with the cannon and Jack at the end of it) there is a room with a pit that leads to a treasure room. A strong wind to the right is blowing down into spikes and Kirby is normally supposed to hit the Bomb Block above to activate the bridge. This process can be bypassed simply by constantly holding up and right at the same time on the directional pad. Doing this, Kirby will float into the wind, not be harmed by the dangerous spikes beneath, and reach the treasure chest on the other side. Kirby can cross and not have to call up his friends or have a specific ability to activate the bridge.

The Safe Corner of the Arena
In Boss Endurance (and in some places in the main game), when battling Boxy, stand at the very left edge of the screen. When Boxy tries to ram into Kirby, she'll ofttimes miss him completely and smack into the wall. Most of the time, Boxy won't inflict damage, even if Kirby is: holding something in his mouth, inflated, standing normally, or crouching. If Boxy jumps at Kirby right onto the wall boundary and immediately rushes forward, she'll smack into the wall and damage Kirby (even if Kirby possesses the Mini ability).

The Hovering Bronto Burt
In Cabbage Cavern, there is a room that has a spike maze with a Sparky at the bottom and Flamers running the length of the spike maze (above this room is the room with the Heavy Knight, Sparky, Gordo, and the UFO). At the bottom of the maze room, stand on the ledge between the Sparky and the spike mat. A Bronto Burt will come sailing down at Kirby from the upper-right side of the screen. Kirby must crouch where he is, and the Bronto Burt will end up hovering directly over him until it decides to fly away, otherwise he'll ram into Kirby.

Blippers' Star Block Breakout
In Olive Ocean, in the second to last room before Gobbler, two Blippers are stuck in a diamond-shaped mass of alternately-spaced Star Blocks near the end of the room. Destroy all the Star Blocks except eight (one block positioned on each side the Blippers). Stationing Kirby directly underneath and/or above both Blippers, wait approximately five seconds. At this time, the angered Blippers will break out of their Star Block prisons and pursue Kirby (if the player has waited at a distance for about 30 seconds, the Blippers won't break out; they are actually trying to retreat from Kirby)!

Fighter's Platform-penetrating Down/Sky Kick
There are certain platforms that allow ready access to lower levels (e.g., platforms in the intermediate rooms in Boss Endurance). Holding "down" on the Directional Pad, the player must press B the instant he/she passes downwards through the platform (not sooner, as this will activate Kirby's Slide Kick). Kirby's Down/Sky Kick will be activated; if there are any of these permeable platforms in the line of the attack, Kirby will not land, but will pass unheeded through each platform until a solid surface or water is reached.

Fighter's Strictly-downhill Aerial Spin Kick
Certain slopes in the game are at a low angle of incline/decline; a slope of a specific angle is necessary to perform this glitch (e.g., the long, grassy platform right beneath the overhanging rock slope w/ the Roly-Poly, to the left of the trapped Sword Knight and Rocky; found in the Cabbage Cavern room that contains: a huge water column moving upwards on the right and a treasure chest at the very top of the room). As typical of all stationary elements in the game, there are "joints" (vertical lines that form from the joining of two identical tiles; e.g., a vertical line in a brick wall/floor) in these slopes. The player has to stand on the slope, facing downhill, so that the "joint" lies directly beneath the base of Kirby's larger foot. With precision, he/she must cause Kirby to perform his Aerial Spin Kick. Kirby will "hug" the ground as he moves down the slope, instead of spin-kicking into the air. This "hugging" is normally achieved by performing the same attack into an upward slope that then immediately shifts to a lower angle. Also, concerning all viable platforms that have multiple joints: every other joint does not work to activate this glitch.

Terminal-bounce "Skid" Sound
Bounce off a slope of sufficiently-high angle by falling from high up. Kirby must bounce in an arc off the slope, so he must fall straight down. Near the end of Kirby's bouncing in an arc, the player should hold "left" or "right", as the case may be; hold "left" or "right" in the direction opposite the arc's path (e.g., if Kirby arcs through the air to the right, the player must hold the "left button" on the Directional Pad). At the end of Kirby's spinning, the player will hear the "turning/skid" sound (encountered when Kirby changes direction while walking/dashing on ground) while Kirby's still in the air.

Dark Mind's Energy Beam Echo
When fighting Dark Mind's "giant eye" form, the player must deal the final blow to Dark Mind's pupil while he is firing the massive energy beam. The beam's audible sound effects will continue for some time, even though the battle's over and the beam itself is non-existent.

Dash Sound While Crouching
Dash and immediately crouch so that Kirby falls to a solid suface below (or jump and land on the ground); hold "left" or "right" (as well as "down") simultaneously, during the landing process (this is essential). Upon landing and crouching, the "dash" sound effect is heard. This glitch does not occur in Kirby: Nightmare in Dream Land.

Kirby's Unbreakable-Block Bounce
Kirby can bounce off Star Blocks, Bomb Blocks, and others without breaking them. He must fall onto them from the air at the very minimum height required to face-plant.

Bomb Ability: Sound Transfer
The player can hear Kirby's bombs' explosions from a room next to the one the bomb(s) is/are thrown/placed in. Firstly, any number of Kirby's friends must be in view. Secondly, Kirby should throw/place a bomb. Thirdly, well before the bomb explodes, Kirby must immediately exit the room. If Kirby's friends have not moved out of view (in the room on the other side of the mirror), and the bomb hasn't exploded before Kirby left that room, the player will hear the explosion while Kirby is on the other side of the mirror.

Bomb Ability: Instantaneous Double Depth Charge
While in the air over a stretch of water, Kirby must plant a bomb mid-air. If Kirby times the planting correctly, so that he and the bomb hit the water's surface exactly when the bomb starts to drop in the air, two bombs will be produced in an instant. Worthy of mention, Kirby's performing this while moving left or right in the air will result in a bomb x bomb barrage mat.

Semi-silent Ascent
The player should press the "A" button to ascend while floating; he/she must press it repeatedly as fast as Kirby will allow. If pressed in short-enough intervals, one or more "silent floats" will be performed in succession; Kirby will flap his arms and climb higher, but no sound will be heard. These "silent floats" are also observed in Kirby: Nightmare in Dream Land only by the player's continuously holding "up" on the Directional Pad.

Scatter Dark Mind's Mirror-Spawn
In fighting Dark Mind's giant eye form, he'll occasionally sweep one or both of his mirrors across the screen. When the mirror(s) make(s) its/their final pass, it'll/they'll spawn three enemies (six, if one validates the possible combinations of three Parasol Waddle Doos, Sir Kibbles and their blades, etc.); during this third pass (or occasionally, a single pass), before the mirror(s) produce and drop the enemies, upon hitting the mirror(s): the enemies produced will often be teleported from their original drop zone to a new drop zone (sometimes far outside the screen). Applying the Master ability's "up-thrust" attack is the easiest way to activate this glitch.

Mini Sharks' Teleport via Pummeling
Using Fighter's (or any other ability's attack(s) that shoot(s) enemies up into the air without killing them) mid-air windmill kick, drop onto a Mini Shark when battling Gobbler. The little sharks will pop out of the water, but instantly return to their original position in the water; they will not fall into the water with a splash, but "teleport" right down into the water.

Gobbler Floating Down in the Air
Defeating Gobbler while he jumps out of the water will cause him to sink (not fall) through the air; this "sinking" is the same speed as when defeated in the water.

The Weakling Bronto Burt(s)
Upon defeating Wiz, if one or more of the Bronto Burts he produced are still flying around, Kirby can just run into and damage them.

Galaxia's Fiery Sheath
Kirby must be possessing the Laser ability. In the very beginning of each of the 4 battles with Dark Mind, Galaxia (or its copy; see "Kirby &amp; the Amazing Mirror" section) stands by, ready to be wielded by Kirby (minus the Master ability). Kirby must fire a laser beam while he comes in contact with the sword. The flashes of light produced by Kirby's head apparatus will immediately change into flames. This "stand" of flames is visible only during and shortly after the gaining of the Master ability.

Silent Suction
When about to activate a big switch, inhale using the Throw ability. If the "B" button is still being held after the cutscene, no sound of inhaling will be present. This "big switch glitch" doesn't exist in Kirby: Nightmare in Dream Land.

Extra Puff of Dust While Dashing
During uninhibited dashing, every fifth second will yield an additional puff of dust.

Inaudible Warp Stars
During the cutscenes that appear while using Warp Stars, the player may press "Start" and return again to the cutscene; the interrupted sound byte will not be heard till it's finished playing.

Dual Death: Pseudo-Ghost Kirby
Kirby must possess any one of the Cutter, Bomb, Laser, or Cupid abilities while fighting Dark Meta Knight's true form; Kirby must have one bar of health left, and Dark Meta Knight must have an amount of health left that is sufficient to deal the final blow with the abilities' projectile(s). When Dark Meta Knight preps his Mach Tornado and sends it flying at Kirby, Kirby must fire the projectile so that it hits Dark Meta Knight while Kirby is sucked up in the Mach Tornado; both Kirby and Dark Meta Knight will die practically simultaneously, the screen will turn black, then white, and the battle will begin again. This time, Kirby and his friends can pass through Dark Meta Knight's person and attacks without taking any damage whatsoever (for the duration of Kirby's temporary invincibility at the beginning of the battle, however, Kirby can actually take damage); any attack Kirby uses will be of effect, either damaging the Knight or not harming him (air puffs and standard slide attacks). When Kirby defeats the Knight, the Pseudo-Ghost ability will be lost.

Dual Death: The Invisible Mirror World
Kirby and Dark Meta Knight must both be defeated in the same manner as described above in "Dual Death: Pseudo-Ghost Kirby". The only difference, is that this process must be repeated with Kirby starting the battle with no lives left. Upon dying and automatically returning to his spot beneath the Dimension Mirror, Kirby and his friends will be invisible, as well as all: mirrors, stars resulting from contact with solid surfaces, water splashes, blowing air, Cannons, Warp Stars, Copy Pedestals, pegs (stakes), Switches, Heave Ho Blocks, switch- and handle-activated doors/mirrors, discarded abilities, platforms hung on ropes, Kirby's friends' status markers (top left of screen), the Kirbys' cell phones, nearly all attacks (e.g., Crash's ending flash is visible, Meta Knight is seen through Magic, etc.), Treasure Chests, stationary Mid-Bosses, moving parts of Bosses (King Golem's stationary hand and body remain visible), and the minor enemies. Per successful glitch attempt, recovery items are very rarely visible. Mirror entrances are often seen to either remove secondary backgrounds (e.g., top and bottom mirrors in the Olive Ocean room that leads directly back to the main room containing the Dimension Mirror) or are a particular color (often red or blue) or shape (arched door that comes to a point). The animation of any Blocks' destruction is rendered non-existent; it simply disappears when destroyed. All things invisible still interact with each other as they normally would. Thus, a good memory of where enemies and mirrors are located is essential for long-term exploration of the "Invisible Mirror World". When Kirby dies, defeats a Boss, uses the Magic ability (excluding the Mix option), or even when a Bomber explodes, everything will become visible again.

Parasol's Automatic Crouch n' Slide
Kirby should drop down onto a solid surface from the height of one Star Block; then, he'll touch ground and automatically move a short distance in whichever direction he's facing when he lands. This glitch isn't present in Kirby: Nightmare in Dream Land.

Unusual Walking
When walking on icy surfaces, Kirby can crouch and face the opposite direction in which he is moving; when Kirby stops crouching, instead of walking backwards, he'll instantly switch direction and walk in the direction of the slide. Regarding the same glitch, Kirby "moonwalks" in Kirby: Nightmare in Dream Land.

Edge-penetrating Reverse-jump
When walking or dashing, Kirby must jump and, by skillfully tapping the Directional Pad, immediately face the opposite direction of the jump. This must be done into a flat, open-topped solid surface (for example, a Star Block or ledge). Contact must be made at around the height equal to the same length of a Star Block's side. If performed correctly, Kirby will pass (upward, in the direction of the jump) through the edge of the surface, and onto the immediate surface below. This glitch cannot be performed if Kirby jumps face-first into the surface: he has to jump backwards. This glitch also does not occur in Kirby: Nightmare in Dream Land.

Color-changing Waddle Doos
In the room with the large Heave Ho Block standing in the way of the mirror that leads to the Chalk Spray Paint, there are four mirrors. The one in the upper left hand corner leads to a room which contains a Droppy. Kirby must have a Copy Ability and allow the Droppy to steal it; Kirby may then progress forward and arrive where two stationary Waddle Doos stand. They will be of an off-color, being based off of the standard "Waddle Doo" color palette. The transformed Droppy (or even the Waddle Doos) may be defeated, but the glitch will still remain in effect until Kirby either leaves the room or ends up losing a life while in the room.

Breakdancing Kirby
Find a time bomb. Plant it in the middle of where all the machines would be in Free Run. Then, go to the openings to the underground at the city and have the character stand on the ledge. (Not too high and not too low, but in the middle). Jump on the ledge and move a little bit towards the the gap so the middle of Kirby's body hits the ledge. When done correctly, it should make Kirby fall slantwise after he hits the ledge of the slanted wall. Kirby should then proceed to fall to the ground. After doing this, Kirby must not jump or get into an Air Ride Machine, because it returns him to normal. Have Kirby make his way to the time bomb and get hit by the bomb. Kirby should now perform his hit fall animation while on the ground, which makes it look like he performing a breakdance. Getting Kirby hit after this stage will not stop his animation.

Twitching Kirby
After performing the previous breakdancing glitch, Kirby will begin twitching if he uses the Mike ability.

Bumpy Air Ride
Enter the High Jump mini-game. Pick the Bulk Star. Go to the back of the platform and then charge ahead. Once the character gets close to the boost pads, have him inch towards them, to make sure not to miss them. If done correctly, Kirby should be flying to the top. Once at the top, keep tapping the A button. The Bulk Star will continuously shake up and down, and it'll stay up in the sky for as long as the A button is being tapped.

Out of Bounds
Pick the Dragoon. Fly to the invisible wall next to the castle and continue bashing it. (Or, if flying high enough, Kirby can pass right over the wall.) If done correctly, Kirby will break through the wall and start shaking. At this point, the pink dot on the minimap that represents Kirby is out of the playable area. However, eventually another barrier will block his path.

Death of Kirby
Grab a Battery item and go to the railing next to the meadow. Charge at it enough times, and Kirby will fall through the map. An unused "turn back" icon will appear and a strange sound will play, and Kirby apparently falls to his doom. For the rest of the match, Kirby will be 'dead'.

Thunderball
This glitch is most easily performed in time attack mode of Checker Knights. In the 3rd lap, small Gordos and a Wheelie Bike appear every few seconds. To do it, have Kirby obtain the Wheel ability, and hold down the A button when Kirby gets near enough to the Gordos (not too close). While the thunderball is operating, Kirby stays in wheel form, long after the time when he should return to normal under usual circumstances.

Infinite Flight Glitch
A glitch can make the Bulk Star capable of infinite flight distance. To perform this, a Gamecube controller with a fast turbo function is required. Set the turbo to the A, L, or R button (the boost buttons). Play any mode in which Bulk Star is playable. When riding the Bulk Star, go off any sizable jump in the course to become airborne. In mid air, hold down the turbo button. Normally, boosting in mid-air with any other machine would cause the character to drop to the ground. However, under these circumstances, the Bulk Star will vibrate forcefully and momentarily maintain altitude, and then shoot up into the air at high speed. At this point, the player holds down the turbo button, and the flying Bulk Star will cover a lot of distance quickly. This glitch can be done in the Stadium Air Glider, and can be used to get all the way to the end of the stage.

Camera View Glitch
While playing City Trial, go onto a Super Boost Ramp and pause as soon as Kirby touches it, and move the camera view with the C stick. The camera will turn in a circular motion instead of left and right. This can also be done in Celestial Valley when Kirby is climbing up the waterfall.

Crazy Slide Glitch
WARNING: This glitch is very hard to do, it takes about 5-50 tries to get it right.

While playing Free Run, have Kirby hop off his star and head to one of the entrances to the main underground area in the middle of the city. (It must be a yellow and cream colored one.) Stand on the left side of the hole (near the top) and jump so Kirby nicks the wall before going into the tunnel. If done correctly, Kirby will be laying sideways or on his face and appear to be falling. Use the control stick to move Kirby around the floor, note that Kirby moves very slow in this state and jumping returns Kirby to his normal state. Kirby cannot go up any semi-steep or steep incline and if he runs into a wall or other player, he will bounce off as if he were made of rubber. To exit the underground area, a Kirby that is in the Sliding-State must be hit out of any tunnel entrance by a semi-strong star. If Kirby is hit by a strong star, such as Hydra, he will begin spinning uncontrollably; the player has no control of his Kirby while he is spinning. To regain control, have another player hit the Kirby with a very weak star, like the Compact Star.

Top of the World
While playing City Trial or Free Run, have Player 1 have the Hydra, and Player 2 have no vehicle. Go to the Highland Plains, near the golf holes. Have Player 2 float above a golf hole, and Player 1 go in the hole. If Player 2 gets hit by Player 1, Player 2 will go flying straight upwards until he hits the vertical barrier. Then, Player 2 will float in place for about 15 seconds, and then begin to fall down.

Invisible Wall
Select the Silent Seabed level and go up to the part with the wall that has to be tapped three times to be rid of. Kirby needs his Stone ability to perform this glitch. While in Stone form, roll up to the wall and it should appear to be destroyed and become passable. However, if the player taps the area where the wall once, it would apparently seem that the game did not register the wall as being destroyed already. The invisible wall will still require three taps to be rid of completely.

Sinking Maxim Tomato
To perform this glitch, Kirby needs the Ice Bomb power. Have Kirby go to the first stage in Prism Plains and walk until he reaches the pool of water with the Maxim Tomato in it, then have him throw the bomb at it. When the bomb explodes inside the pool and freezes the water, the tomato will slowly sink into the ground. Going into the water and breaking the ice blocks will cause the tomato to pop up again and behave as though nothing had happened.

Distilled Throw Power
To perform this glitch, Kirby needs the Throw ability with its respective Ability Scroll. Upon entering the battle with Mrs. Moley, when she pops out of her hole, have Kirby stand next to her, facing away. When she starts throwing things, have Kirby inhale until he inhales something. If Kirby simply stands there and does not throw the inhaled item, the held item will damage her. If Kirby K.O's Mrs. Moley in this manner, the inhaled item and its glowing aura will both disappear and the usual whiteout ensues. When it is over, Kirby will get rid of the item automatically by throwing a glowing ball of energy.

UFO Discoloration
To perform this glitch, Kirby will need the UFOability. If Kirby gets killed by Bohboh as he throws him into the lava pit in the center of his room while he has the UFO ability, the colors of Kirby's body and feet will considerably lighten. He will be covered in strange pale lines similar to the panels of Metal Kirby.

Ghost Through Walls
Kirby needs the Ghost ability for this glitch. Pick any area where there is a Sword Knight, Metalun, or a Heavy Knight standing on a slanted platform with a wall at the end. Have Kirby posess the enemy and have it slash at the wall. If done correctly, Kirby will now be inside the walls. He remains permanently trapped inside even after ditching the Sword Knight and the Ghost ability. Getting a Bun to throw Kirby into a wall when he is right next to one of the said enemies will also cause the glitch.

Sliding Acchi
With the Ghost ability, control Acchi. Next, double tap left to have it slide a little bit, then jump. If done correctly, Acchi will fly across the screen for as long as the A button is being tapped.

Ability Through Walls
When the screen gets automatically scrolled like in the rooms right before Dark Nebula, or due to a Mid-Boss battle, bubbles and ability stars get pushed into the current screen even if there's a wall, similar to the "Wheel Through Walls" glitch from Kirby & the Amazing Mirror.

Beam Sound
If Kirby enters a door while a Waddle Doo is using its Beam Whip attack, the sound of the beam can be heard during the transition from that room to the next.

Floating Flamer
Find an area where two Flamers can be on the screen at the same time. Destroy any blocks keeping them from full freedom of rolling. If done right, the first Flamer will be rolling while the second is floating above it. If it hits a wall it just bounces right off, too.

Moving Copy Glitch
Go to the second section of Secret Sea, after the Warp Star. This glitch can be performed with either the Sir Kibble or Acchi. Inhale and swallow one of them quickly As Kirby is copying the power, he will be moving until he reaches the wall.

Superspeed Waddle Doo
Either the Copy or Bomb copy ability is needed. Head to Skyhigh in Milky Way Wishes and enter the room in the door maze where a Parasol Waddle Dee and a Parasol Waddle Doo float down. Enter the right-most door to go into the next room, then head straight back into the previous room by going into the same door Kirby appeared out of. Zapping / Bombing the Waddle Doo (who is on the right) and making it touch the middle door from where Kirby appeared on the right-most platform will make it run around the room at higher and higher speeds, but it eventually falls through the floor.

Freezing the Game
The Suplex Copy Ability is needed. The player must head to Peanut Plains in Dyna Blade, and continue through the level until he/she reachs the ledge the leads to the Mid-Boss battle with Chef Kawasaki. On the opposite ledge, there is a Bomber. Kirby must wait until it is about to fall, then dash grab it. He will fall down into the room, and he should use the Suplex ability's Rock Drop attack (performed with the "A" button). If the Bomber was grabbed exactly at the right moment, it will freeze the game and the music will keep rewinding. It may take a few tries to do this.

Floating Knuckle Joe
Kirby must go to Aquarius in the Milky Way Wishes Sub-game. Kirby must continue through the level until he finds a Broom Hatter with a Knuckle Joe. Past that, he will find another pair of the duo. If the player watches the Knuckle Joe closely, it will sometimes jump on the ledge, and the game will register it as being on ground when it is walking on air!

Weak Hammer Flip
Kirby must take on Hammer ability and go to Sky High in Milky Way Wishes. When he reaches Kracko, he must use the Hammer Flip attack at just the right time when Kracko's health bar is filling up. If done correctly, the attack will have done a tiny fraction of the damage it usually does.

Pass Through Cloth Blocks
The glitch is performed in the Star Shooter sequence of Cloud Palace. There is a spot where multiple Cloth Blocks are stacked on top of each other. Have Kirby shoot stars at the blocks while moving straight forward, then diagonally upwards after colliding with the blocks. If done correctly, Kirby will pass through the remaining blocks into a small compartment and get the Star Bead inside without having to shoot out all the Cloth Blocks. To get out, Kirby can shoot the remaining blocks under him.

Stuck Fluff
A second player is needed to activate this glitch. Kirby and Prince Fluff must do battle with Yin-Yarn, and wait for the second Soocher attack. While Kirby goes to the door, Prince Fluff must jump to the top of the screen. At the moment Fluff touches the top of the screen, Kirby must go through the door. If done correctly, the Soocher attack will end and the top of Fluff's head will be stuck in the ceiling, thus suspending him in midair! He will be unable to move, but because he is technically airborne, he can still use the Yarn Whip and turn into the Parachute and Weight forms, but he will still be stuck in place. To end the glitch, Kirby must defeat Yin-Yarn alone, and allow Angie to take both of them to a different platform. This glitch also works with Kirby jumping to the top of the screen, and Prince Fluff exiting the door, making Kirby stuck.

Waddle Dee Anti-Jump
At Fountain Gardens, there are two Waddle Dees sleeping next to each other with beads over them in the shape of a heart. Kirby must get on both of them, with one foot on the left Waddle Dee and the other foot on the right Waddle Dee. If Kirby tries jumping directly upward, he will still be standing on the Waddle Dees, but his feet will transform like he's jumping! This glitch also works at Big-Bean Vine, using the two Waddle Dees on the ground (the one with the bow and the one cowering in fear).

Geyser Drop
Kirby must head to Water Land and jump on the whale's geyser. If Kirby stands completely still and waits long enough, the geyser will suddenly desperse. While this itself is not a glitch, something glitchy happens afterward: Kirby will fall a short distance through the air, but his feet will still be in standing position.

Kirby Panicking on Dry Sand
For this glitch, Kirby should go to Stage 9 of Volcano Valley or Survival Rush. If on Volcano Valley Stage 9, he should go to the room with Buzzy Bat's door and go to the room with Great Gear. If on Survival Rush, he must go to the middle door and defeat the other Mid-Bosses until he gets to Great Gear. When Great Gear turns the floor to quicksand, the player should have a Kirby get caught in the moving sand but mustn't let the Kirby sink off the screen. The player has to keep him near the top of the quicksand floor. When the sand hardens and if done just right, the Kirby(s) will still act like they are sinking, even though they are at the top of the floor and not sinking in quicksand. If the player taps the screen while the glitch is in progress, the Kirby(s) will stop panicking.

Note: This glitch doesn't work on Stage 6 of Sandy Canyon due to the fact that Great Gear doesn't turn the floor to quicksand during the first battle with him.

A Kirby's Silent KO
For this glitch, go to Stage 8 of Sandy Canyon and go to the end of the first room and find the pull ring and the Big Mummbon. Have one Kirby attack the Big Mummbon, one Kirby pulling the ring, and the rest stand where the door is supposed to be at. When the Big Mummbon shoots out a poison blob, make sure the Kirby attacking the Mummbon gets hit, and have the rest go through the door. The Kirby that was attacking the Mummbon will be KO'd, but when he gets KO'd, he will not scream.

Defeated Kirby
This glitch sometimes occurs in Kirby Quest; when a certain Kirby is hit by an attack, instead of falling down and turning blue, he will instead fly all the way beyond the top of the screen and not come back down. When this occurs, the player will not be able to attack, and will be forced to go back and start the chapter again. This glitch can be remedied by turning the DS off and back on.

Big Blucko's Weird Platform
Go to Stage 1 of Volcano Valley. After defeating the first Cryball, the player must make his/her way over to the flaming Snoozroot, then defeat it to move on. The next part takes about five Kirbys or more: When the heroes find Big Blucko, they must wait under the platform. When the titanic monster stops on top of the platform, the player must gather the Kirbys and attempt to drag them through said platform. Blocked by the Big Blucko, most of the Kirbys will fall back to the ground. Occasionally, one (or more) of them will not fall, and will be stuck inside the platform while standing on thin air. The player must tap the screen to end the glitch. A more common result of this glitch is that one Kirby will suddenly teleport to the ground above, appearing to the left of Big Blucko.

Satellite Push
Go to Stage 11 of Volcano Valley. Locate one of the mushroom-covered satellites moving up and down in space. Have a few Kirbys swim over to the ceiling above it, then wait. The satellite should move up to the Kirbys and push them into the ceiling without hurting them. The glitch lasts only a second or two, as the Kirbys will be pushed back into real space when the satellite moves down. The glitch is somewhat risky to try, because doing it incorrectly will result in KO'd Kirbys.

Walking on Brambles
After defeating Lady Ivy the first time, return to Sandy Canyon and battle her again. Once she's defeated, flick a Kirby off the left or right side of the screen. He will land on the thorns below but will not be hurt. He can walk around down there until the Kirbys leave the stage through the door.

Sound Glitch
Kirby will need the Spark ability. Right before Kirby gets on a Warp Star, the player must charge up Kirby's barrier. Right when Kirby touches the Warp Star, the player must press 1. He/she will hear both the sounds of Kirby getting on the Warp Star and Kirby's Spark Wave attack.

Undead Magolor Glitch
At least two players must be Kirby, and one will need the Spark ability. When Magolor charges in at the end of his first phase (after losing his star shield), position the Kirby with Spark a fair distance up and to the right from the Kirby with the Ultra Sword, then swing the sword. If done correctly, Magolor's HP will empty during the cutscene where the player needs to shake the Wii Remote. After this, it will act as if the player failed the Wii Remote shake and Magolor will regain one piece of his star shield and begin attacking again as usual, but the background music will be silent, and the players will be unable to move or take damage, forcing the players to use START or HOME to leave the stage. If either player shakes a Wii Remote during the cutscene, the game will freeze.

Frozen Magolor Soul Glitch
Only one player is needed for this glitch -- preferably one with an ability with an invincible dashing attack (Ninja works particularly well). Deplete half of Magolor's health and wait for him to use his dark Flare Beam attack. When he tries to ram Kirby from the background, he must hit Magolor Soul with the dashing attack. If done right, Magolor Soul will be frozen in place, spinning wildly until the second ball of energy is offscreen. It is not yet clear whether his hitbox still works while frozen.

Ghost Wings Glitch
Kirby and Meta Knight must battle Mr. Dooter EX. One player must deplete half of the Boss's health and dodge his first attack. The players must have Meta Knight and Kirby positioned at a far distance from each other and Meta Knight needs be allowed to be grabbed in the Boss's fist. The usual ball of light will warp to Kirby. The person controlling Meta Knight must press the 2 Button while the Knight is still caught in Mr. Dooter EX's fist. A pair of ghost wings will fly above Kirby until Mr. Dooter EX begins to juggle Meta Knight and his other items. This glitch lasts only a short time.

Hammer Glitch
Kirby should enter Stage 3 of Onion Ocean. After reaching the Copy Essence that yields the Hammer ability, Kirby must take on that copy ability. He must then rush into the waterfall to the right while performing Hammer Throw. If done correctly, Kirby's hammer will appear invisible and may not work when attacks are used.

Dedede Healing Kirby
When fighting King Dedede in Rainbow Resort, Kirby must be on his last piece of health and facing left. If King Dedede inhales him, turns right, and spits him out, then instead of Kirby losing a life, his health is refilled.

Star Bit, yet no Dance
At a Boss stage, when a Boss explodes, Kirby can still take damage by running into it. If this happens after collecting a part of the Star Rod, Kirby will take damage before he can begin his dance, and will be unable to beat the Boss stage, because the player has already collected the piece of the Star Rod.

Kirby's Frying Pan
Pick Kirby and Mr. Game and Watch in the Mushroom Kingdom stage. Have Kirby steal Mr. Game and Watch's power and stand right on the edge of the bricks, then use the B move. If done correctly, the frying pan will stay on Kirby's hand, even after he gets rid of the ability.

Flat Kirby
Kirby and Jigglypuff (2 players) are needed for this glitch. Have Kirby suck in Jigglypuff, then have him float up in the air. Both players then perform Rollout on both the characters. As Kirby falls, both players release Rollout and when the characters collide, Kirby will get somewhat flatter. The glitch can be repeated with Kirby getting flatter and flatter each time.

Pixel Yoshi
Pick Yoshi and Kirby (2 players) are needed for this glitch. Have the Kirby steal Yoshi's ability, then eat him with the ability. The player playing Yoshi must then mash buttons and the control stick to have Yoshi break free. Once Yoshi is free from the egg, he'll become smaller. If done over and over again, Yoshi can become as small as a pixel.

Kirby Earthquake
To start off, select the Pictochat stage. Go to the corner until the falling animation starts and perform the down+B move. Instead of sliding off, the character will be wedged to the stage and it starts to look like an earthquake occuring. This lasts for however long the move lasts. This can also be performed on custom stages if there two regular slopes in two opposite directions, the second slope being one space left and higher up than the first slope. Performing the glitch on the upper slope results in exactly the same thing. This video demonstrates it.

Giga Trouble
Two players are needed. Have Bowser transform into Giga Bowser. The second player then performs the Kirby Earthquake glitch, with Giga Bowser right next to the corner. Kirby will be stuck forever, and Giga Bowser will continuously take damage.

Item Cooking
Two players are needed. Pick Kirby and Olimar, and a large enough stage. Get the smash ball for Kirby and move Olimar far away from him. Then, have Olimar continuously pluck out Pikimin. If Olimar is far enough away, he won't get sucked into Kirby's pot, but his Pikmin will. Have Olimar keep plucking out Pikmin until the pot reaches the maximum number of items it can hold, and it spews out a number of items. (The glitch can be performed by replacing Olimar and his Pikmin with Fox and his blaster)

Bang, Bang, Bang
First, get a Smash Ball for Kirby. Then, have another player grab an assist trophy. Once he has grabbed one, have Kirby start banging the utensils. Kirby will never stop banging until the match ends.

Aura Kirby
Pick the Bridge of Eldin stage. Then, grab a smash ball for Kirby. Let the bridge be destroyed. When the bridge starts to get fixed, jump into it with Kirby and use his final smash. If Kirby is inside the bridge when it finishes rebuilding, it will push him above it. In the end, Kirby will look like he has a final smash attack when in reality he doesn't.

Final Stucker
As of now, the only platform this will work on is the tree from the original Pokemon Stadium. It's similar to the Kirby Earthquake glitch, but only with with the Up+B move. Go onto the ledge, then use the Up+B move. The character will become stuck for a few seconds and then get released.

Steal and Warp
The glitch is performed on a stage where there are two solid platforms one above the other, not including custom stages. The three suitable stages: Skyworld, Mario Bros. and Big Blue. The match must be on team stamina mode. Kirby needs to be on one team, and two other computer-controlled characters on the other team. Both teams need to have 1 stamina. Go onto the top solid platform and steal someone's power. Kirby should have somehow warped the other character to the platform below.

Walk Through Walls
Create a stage where a bunch of solid stone blocks are bunched up next to each other. Have Kirby jump right between the tiny space between the blocks. Kirby will now be inside the blocks. He can escape by flying to the top.

Fatal Inhale
This glitch requires Kirby and Bowser. The battle should be a stamina battle. Bowser's health should be low, at most 30 stamina left. Allow Bowser to get a Smash Ball, and let him become Giga Bowser. Attack Giga Bowser until his HP is 0. Giga Bowser instantly returns to normal. Normal Bowser doesn't collapse. Use Kirby's inhale. If done correctly, Bowser will immediately die. This can be done with any character, but with anyone besides Kirby and King Dedede, the person needs to use a standard attack to hurt Bowser.

Stopped Cymul
The Cymul enemies found in the Subspace Emissary will block any projectile that hits them, except Waddle Dees and Waddle Doos thrown by King Dedede. If a Cymul is moving and gets struck by one of these, it will take minor damage and stop moving around -- this seems to indicate that it's all a glitch, as Cymuls don't permentantly stop moving when hit with any other projectile.