Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
An addendum to the aforementioned tip on momentum saving: it also works when running/falling off ledges. Letting go of the directional button at a certain point before really starting to fall will let you preserve more momentum.
There's probably going to be enough tricks and glitches to make Kirby Super Star "tips and tricks page" worthy.
Joined: 10/28/2007
Posts: 5
Location: Japan, Tokyo
At first, my English skill is very low. So my sentences will contain mistakes, sorry.
ElectroSpecter wrote:
Thank you for enjoying my movie.
Floogal wrote:
Though using Wheelie Rider in some bosses, there is a pure-speed Arena run.
Created by masa http://www.youtube.com/watch?v=jFWgC8J_opk
zdude255 wrote:
Yes. The timer stops during the Crash animation.
More glitches.
When you use Plasma, hold left & right, and push up, then Plasma energy become max.
When you use Burning attack(Fire skill), hold up & down, then kirby comes down abnormal speed.
Please keep in mind that these glitches(contain "wall through glitch by Jet") are found by ヨシミツ (Yoshimitsu, aka persona4432, 4432).
Ugh, I hate those up+down or left+right glitches. Unless Nintendo ever officially released a controller that let you push both those directions at once, it will always be hardware modification (or, in this case, "breakification") in my eyes. Eh, whatever.
Just out of curiosity, MUGG, why are you using the Japanese ROM? Is there some gameplay difference? Also, you don't need to do Spring Breeze for an any% run.... Although, maybe you should quickly check that yourself -- it could be a Jap-to-Eng change....
Thanks a lot for the link. It doesn't matter if Wheelie Rider is used, as long as it's the fastest way (which I doubt it is in most cases). The video isn't perfect, but now we have a ball-park figure -- shoot for below 2:30.
Anyways, thanks for letting us know that the timer stops during the Crash animations. When else does it stop? Mixing? Creating/Destroying helpers? Game lag slows it down?
Sorry to go off topic, but: our very own skamastaG has something to say about this: http://youtube.com/watch?v=6uV3RGBe5vo .
Also, theoretically, if you press l+r at a faster rate than the game samples (let's say the game samples data at 60 Hz, and you alternate pressing l+r at 1000 hz), you should register both a l+r on the SNES. This is not a hardware modifcation either, just superhuman input.
Back on topic, I liked that arena run :D. Beating lololo and lalala was awesome, like two kamehamehas and special beam cannon!!
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Sorry to continue to derail the topic, but that YouTube video rules.
And back to the topic, if the arena is included in a 100% run, shouldn't real time be aimed for rather than in-game time?
Joined: 10/28/2007
Posts: 5
Location: Japan, Tokyo
Floogal wrote:
Umm, I understand your feeling. But I like those glitches.
In "small only" Super Mario World, player uses left+right glitches.
http://tasvideos.org/892M.html
The timer stops during Mixing and Creating/Destroying helpers.
I don't know whether it stops with Game lag.
DK64_MASTER wrote:
Sorry to go off topic, too. But this movie is very great!
Welcome yukihis.
If MWW was a real final mode, then yes.
But it's just like a 'normal mode aside from other ones' to me.
And afterwards, there's still arena to do.
Surprisingly, I consider Nitsuja's way to TAS the game the best.
100% would include beating the arena which would be a lousy ending to the movie IMO.
any% till MWW is therefore the way to go.
(feel free to argue about this more, it's not fully decided yet!)
I played on the U ROM first. I was lucky and manipulated the first mini-boss to jump and throw 3 bombs (which is the fastest way to progress).
But when I heard the J ROM is recommended, I couldn't get him to do the same.
Later, I tried the TAS Editor by Maximus (thanks a lot), to copy and paste button presses and it worked out well. Anyways, it's a matter of only 10 frames.
As for Gourmet Race, I beat the 1# Round: 19:95 =D
http://www.youtube.com/watch?v=P3yNwl4qPBU
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
My argument against any% is that with 100% you can now show off the great parts of the game, like the treasures in GCO, which I'm sure a lot of people will recognize with delight, and show off the secrets in MWW by getting all the abilities. Plus, if you take a look at the Mecheye WIP, Milky Way Wishes can be completely broken in the J ROM, so I don't think people would mind a longer video anyway.
Long story short, seeing the various cool tidbits of the game outweighs the fact that the Arena ending is crappy, in my eyes.
Questions:
Could someone tell more about Dynablade's two switches and
the abilities in MWW?
I saw in some videos that it's possible to switch between abilities sometimes. How and when?
Remember, I'm not familiar with the game.
I would be unable to do 100% unless there are some good route plannings etc.
The switches in Dynablade open secret paths for ability rooms. You do need to unlock them for 100%, but you don't need to visit them. They're just single rooms filled with about half the abilities in the game for each one.
In Milky Way Wishes, you can't get powers by inhaling enemies (save for the one shot use ones like Crash and Mike). Instead there are the Super Ability statues that you collect, that once you do collect them, you can switch to it at any time. In this case you'll probably want to pick Skyhigh as your first planet, since it has all of the movement beneficial powers in it (Jet, Wheel, Wing). Right after you'll probably also go the secret level just above Skyhigh for the copy ability, in the off chance that stealing a power comes in handy (though I doubt it.)
Awesome!
---
I need more help with the Jet up/down glitch. I noticed it mostly gets used in corners of ceilings, just as shown above. Doesn't it work with ceilings in general?
Current Progress: DynaBlade, at the first switch.
Pic
It would be a huge timesaver if you could just go through ceilings.
If it isn't possible, I'll use the fire ability (if there's no other suggestion).
Note: I can mix any ability in the room before the one in the pic.
I really hope that passing through ceilings turns out to be impossible or not worth doing. This kind of glitch would allow completing the game quickly, but I really hope that some day I can view a tightly optimised movie without any major game breaking glitches. They really ruin the enjoyment, especially when applied on one of your all-time favourites.
http://dehacked.2y.net/microstorage.php/info/1636203543/kss-jap-mugg-tas.smv
This WIP includes Spring Breeze, Gourmet Race and DynaBlade.
Some notes:
- The record for Race #1 is 19.77, however, I only achieved 19.94.
This is because of the fruit in the block walls that block my air puffes to destroy the blocks.
- It is possible to fly straight through platforms like the ones in the beginning of DynaBlade. However, I found it out by accident and don't know how it works but it involves holding down.
- I used Jet to glitch through the ceilings (thanks gocha), this resulted in being 1000 (!) frames faster than using the fire ability. I used Jet later, too...
gocha, I like how you post various videos of Japanese TASers.
keep them coming! :)
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
The trick will not be implemented enough to distract enough from the rest of the run. You're over-estimating the usage and applicability of the glitch, apparently.