Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Has anyone tried running this game? I don't know much about it, nor of the glitches that might exist. Is using the mole (or whatever it is) faster or slower than normal Kirby? What would be most entertaining to watch? Maximum score with fastest time or just fastest time? Maximum score would involve a lot of sucking in, though it would get repetive, and you'd might as well only collect the stars and destroy blocks.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Gave it a shot, and here's the the WIP, up to second door, after the miniboss. http://dehacked.2y.net/microstorage.php/info/4497/Dreamland%20wip.vbm Rom used was Kirby's Dream Land 2 (U) [S][!].gb
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1940
Location: Mullsjö, Sweden
Looks good. I don't know anything about the game so I can't really make a "real" comment ;). It doesn't look too hard yet, hope you'll be able to make it.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
For anyone who cares, here's the new WIP. Up to level 3, first door.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Player (206)
Joined: 5/29/2004
Posts: 5712
Shucks, they didn't include running OR sliding in this game? Well okay...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
It's being redone now I believe :) too many mistakes ^^
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
It is, I didn't realise the potential of some copied monsters, so it's going to be redone starting tomorrow. Parachutes can be used to fly over large chunks of land (you move faster than if you'd walk). The fire enemy can be used to shoot straight forward, and be repedetly used to simply move forward at high speed. Taking the owl after the miniboss in second world allows you to fly over whole levels. Animals are removed after changing worlds though.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 6/7/2006
Posts: 53
Soulrivers wrote:
Animals are removed after changing worlds though.
Where are you getting this idea? I've NEVER seen animal partners be removed between worlds, except the rare case when I've voluntarily done it because the animal partner became worthless to me at that point in time. The only place you ABSOLUTELY CANNOT bring an animal partner, to my knowledge, is the final boss battle (I mean King Dedede, not the 'special' boss from getting all the Rainbow Drops). And maybe a couple of other areas in certain levels. Thus, the first time you get him, Coo (the owl) should be kept until you're about to enter the first door in the first level of the third world. I once tried to run this on a live console, and may try it again. Coo should be used as much as possible, except in a few areas where he's actually worse than the norm. Kine (the sunfish) should be used only when several mainly-underwater areas are lined up, and you should constantly jump when on land with him to speed him up. I can't think of any place where Rick (the hamster - when you referred to a 'mole', you probably meant Rick) saves time. Also, I suggest bringing powers into boss rooms. Some powers really speed up the boss fight. For instance, a single shot of Coo + Cutter (the three-feather spread attack) at point blank tends to deal as much as a projectile spit by normal Kirby - but only on MOST bosses. A couple of Kine's combos are pretty good too. I haven't gotten the chance to watch the WIP yet, but I'm guessing this is an any% run. Frankly, I'd rather see a 100% run, or at least an 'all Rainbow Drops' run (the difference being that the former needs to go through all 6 bonus stages and also get the Girl Blob - or an actual girl, if the Japanese version is your preference), that absolutely owns the special bosses after Dedede.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
FrostyTheDragon wrote:
Where are you getting this idea? I've NEVER seen animal partners be removed between worlds, except the rare case when I've voluntarily done it because the animal partner became worthless to me at that point in time.
Ah well, I'm not too familiar with this game yet. I was just guessing to be honest.
FrostyTheDragon wrote:
Thus, the first time you get him, Coo (the owl) should be kept until you're about to enter the first door in the first level of the third world.
Yeah, he'd drown, wouldn't he? ;D
FrostyTheDragon wrote:
Also, I suggest bringing powers into boss rooms. Some powers really speed up the boss fight. For instance, a single shot of Coo + Cutter (the three-feather spread attack) at point blank tends to deal as much as a projectile spit by normal Kirby - but only on MOST bosses.
I suppose Coo + Cutter works for the boss of the second world? Do you know if any combination can be used for the first boss?
FrostyTheDragon wrote:
I haven't gotten the chance to watch the WIP yet, but I'm guessing this is an any% run. Frankly, I'd rather see a 100% run, or at least an 'all Rainbow Drops' run (the difference being that the former needs to go through all 6 bonus stages and also get the Girl Blob - or an actual girl, if the Japanese version is your preference), that absolutely owns the special bosses after Dedede.
Hm, I might take this into consideration. Taking the Rainbow Drops would probably add some entertainment and make the run less linear. Sure, why not.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
I thought You get first partner right AFTER beating first boss, no?
Player (206)
Joined: 5/29/2004
Posts: 5712
FrostyTheDragon wrote:
Frankly, I'd rather see a 100% run, or at least an 'all Rainbow Drops' run (the difference being that the former needs to go through all 6 bonus stages and also get the Girl Blob - or an actual girl, if the Japanese version is your preference), that absolutely owns the special bosses after Dedede.
Heh, I didn't even realize the girl counted towards the percentage. I just remember getting stuck at 94% for a while until I tried getting a perfect on a bonus game and finding out it was possible... And sure, 100% tends to be better for Kirby runs because you're forced to change powers some extra times and not spam the same "fastest method of going right" ability all the time. Would there be room for 2 runs? I actually remember the "bad" ending as being longer than the "good" ending.
put yourself in my rocketpack if that poochie is one outrageous dude
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
With most Kirby games, I see no problem with 2 runs, one for pure speed and one for 100%.
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
So what is your opinion guys? 100% or speed?
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 8/17/2004
Posts: 377
I used to own this game back when I first bought my Gameboy, ages ago. I haven't played it since... Personally I'd like to see a 100% run. Mainly because it'll show more variety and be more entertaining. Of course, there should be room for two different categories for this game, but I don't think a 100% run would be that much longer from a normal run, because it's not like you can skip levels. You'll just be grabbing the Rainbow Drops, then fighting Dark Matter. The biggest difficulty will be planning ahead when and where to get the powers you'll need for the drops. Since there probably won't be a huge difference in run legth, may as well go for the 100%.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Hmm.. Sitting here trying to figure out what's fastest.: keeping fire at Level 1-2 Door 2 or taking a parasol there. If I keep Fire, I'd have to go to Level 1-3 Door 3 to get a parasol (the door after the rainbow piece, which needs a parasol to be taken) and then go back through the door and get the rainbow piece.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Joined: 4/11/2006
Posts: 487
Location: North of Russia :[
Try both ways? Don't be lazy ^_~
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
First world WIP World 1 done, except the boss.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
If you give a damn about speed, don't run it in Super Gameboy Mode. SGB Data transfers take extra time, like 6 frames a transfer. And there's at least one transfer every time the area changes. Running it in SGB mode costs about 2.3 seconds of Bootup time, for all the initial VRAM transfers to set up the palettes and attribute images. Of course, you also get much nicer colors in SGB mode than otherwise :)
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Dwedit wrote:
If you give a damn about speed, don't run it in Super Gameboy Mode. SGB Data transfers take extra time, like 6 frames a transfer. And there's at least one transfer every time the area changes. Running it in SGB mode costs about 2.3 seconds of Bootup time, for all the initial VRAM transfers to set up the palettes and attribute images. Of course, you also get much nicer colors in SGB mode than otherwise :)
Well...
TAS rules wrote:
    If the game supports GBC capabilities, play it in GBC mode. If the game does not support GBC, but it does supports SGB, play it in SGB mode. Only play the game in monochrome GB mode if the game does not support either GBC or SGB.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Had a lot to do today, but I managed to finish the boss and first and second level of world 2 today. World 2 WIP Just noticed pressing A while at the top of a map with the owl makes you go a lot faster. Damnit...
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1940
Location: Mullsjö, Sweden
YOU noticed?=P Oh well, besides from that it looked quite good.
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
WIP There is the WIP, now using the techinque Tompa discovered (or rather, tipped me about). Pressing A at every second frame makes Coo go really frickin fast, and I saved 1050 frames on doing this. The WIP is up to the same place as the last one, just a lot faster.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Post subject: Manipulation problems
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Alright, long since update, but I've been quite busy IRL, and also I have reviewed and redone the run a few times since. Now I have run into a problem, which I need some help fixing. The problem is that when I enter the second bossbattle, the pig (porcupine maybe?) wants to start out at the bottom-left, throwing bombs at me. Throwing bombs delays the little pig from coming out, costing me almost 100 frames. If I only found a way to manipulate him to NOT throw the bombs, all would be good. However, I couldn't find a way to do it, so I'm asking anyone with more knowledge on the subject than me to help out. Thanks. Link to WIP: http://dehacked.2y.net/microstorage.php/info/4772/Kirbys%20dream%20land%20WIP.vbm
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Boss and boss minigame done, after a lot of trouble. http://dehacked.2y.net/microstorage.php/info/4797/Kirby.vbm
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Tompa
Any
Editor, Expert player (2213)
Joined: 8/15/2005
Posts: 1940
Location: Mullsjö, Sweden
Wouldn't it be faster to use the spikes to hit him twice instead of waiting for the last "pig" to come out?