Kirby Nightmare of Dreamland Any% TAS
This is a TAS to the GBA remake of NES Kirby's Adventure.
See this
guide for differences between the two versions.
About the game
The peaceful word of Dream Land is in great danger.
In Dream Land, dreams always flowed from the wonderful Fountain of Dreams.
The Fountain of Dreams collected the hopes and dreams of all living things.
It was also responsible for the sweet dreams and rest that come from deep sleep.
But one day, everyone in Dream Land lost the ability to dream!
King DeDeDe was bathing in the Fountain of Dreams!
He had even taken the Star Rod - the source of the fountain's power -
and broken it into pieces that he gave to his underlings.
Now, Kirby must embark on an adventure...
to restore peaceful nap times to all the residents of Dream Land...
The character can jump, inhale enemies, fly in midair, puff out air
(which can be used as an attack), the character can slide, eat enemies, and if
the enemy had a special power, Kirby now makes use of it.
If Kirby inhales 2 special enemies, a roulette of all the abilities available
in the game appears.
About the run
I mainly used the wheel ability in the run as it has the most horizontal speed.
The game could have been beaten in ~20min if there had been the possibility
to jump while being a wheel. This was firstly possible in the game's sequel
Kirby And the Amazing Mirror.
In mini-boss fights, I tried to deal damage without getting hit.
This turned out to be easy but there were some situations that made be angry.
Some bosses like Phan-Phan or Bugzzy have a big grab range so I had to leave
much space between me and the enemy.
If bosses are standing directly next to a wall, I can't turn/getting normal.
So I had to jump and turn back in midair, so I could drive back.
This however cost a lot of time (but was still the fastest possibility I think).
While I'm at it: The physics of the wheel ability differ MUCH between
Kirby Amazing Mirror and this game, so it was sometimes difficult to
handle certain situations.
Other than in KAM, enemies have no energy bars and cannot be juggled through the air.
Sometimes, when facing Metaknight's horde it's often better to lose the current ability and use
a suck-in-blow-out strategy.
I did so, if in the part afterwards were 2 special enemies to mix a wheel from.
I lost abilities in order to be faster at main boss fights as well.
Wheel strategies
- Pressing only B is desired if there is a long and flat floor.
- Pressing A 5 - 9 frames and then 1 frame nothing and then B is desired if there is an edge which is
'1 block' tall.
- Pressing A and then B is desired if the floor to drive after the jump isn't directly reachable or more than 1 block tall.
- You can drive on water. (There's a neat glitch I found:
http://www.file-upload.net/download-572401/knid-345.AVI.html )
- If there is a ceiling, the pressing-A-and-B method may not be possible.
Testrun quality
This was originally intended to be a shitty and sloppy testrun.
But I somehow managed to make it look clean. The run now just has a low optimization level
(the rerecord count speaks for itself), so I'm losing frames here and there but there
are no real major flaws. Now why I made a testrun? I didn't want to optimize a run of KNID if
it might get rejected afterwards. I may work on a more optimized version if there is
enough interest.
I hope I'm not missing out something,
otherwise, just ask!
Have fun.
Cancelling because of this movie being too unoptimized and the lack of interest.
Maybe, if everything else gets boring, I may make an optimized version but not now.