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Player (206)
Joined: 5/29/2004
Posts: 5712
Nahoc wrote:
I think that you need to kill an enemy to get that enemy's card at the end. If an enemy is not in a stage, you can't get its card in that stage.
Wait a minute, if that's true, then where do you find the boss cards?
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Bag of Magic Food wrote:
Nahoc wrote:
I think that you need to kill an enemy to get that enemy's card at the end. If an enemy is not in a stage, you can't get its card in that stage.
Wait a minute, if that's true, then where do you find the boss cards?
Perhaps they are just randomly thrown at the end of some stages, I don't know. Anyway, about the run, we are still shaving some frames from world 1-1 and we'll be done with this level soon.
Joined: 3/24/2008
Posts: 35
Location: Toronto
Those slides look so badass
Gets made fun of for still playing his NES and N64
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Joined: 9/21/2009
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Location: California
Player (206)
Joined: 5/29/2004
Posts: 5712
I find your new movement styles very amusing!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 7/10/2008
Posts: 44
That was pretty sweet. Can't wait to see more.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
This looks much better than my very, very old WIP. Against the mini boss, would puffs of air after each hit cancel the animation and allow faster fire bursts?
Homepage ☣ Retired
Joined: 12/16/2008
Posts: 60
Location: a brontosaurus... havin' breakfast
Nahoc wrote:
You guys are both right. In my mind, a 100% run would aim to collect all the enemy cards, but, as Bag of Magic Food mentionned, we'd need to replay some levels to get them all. I think we'll just call this run a "All shards run" instead of a "100% run". Thanks for mentioning, guys.
wont some shards require powers that mandate returning to other levels? why not just finish out the level for another card? this would necessitate finding the shortest level with the desired power instead of the earliest appearance, i suppose
Active player (426)
Joined: 9/21/2009
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Location: California
New WIP. 1-2 is done and we (Nahoc and I) are in the 2nd room of 1-3. If anyone wants, I can upload the .m64 of our current progress.
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
Wow, that looked pretty good! :)
Joined: 8/20/2010
Posts: 4
Location: Japan
Hello. I uploaded a new WIP! New WIP It saved 48F XD
I am making Kirby64 100%TAS. The testrun of Kirby64 uploaded in nicovideo made me.
Active player (426)
Joined: 9/21/2009
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Joined: 6/14/2004
Posts: 646
Is it not worth it to get a double power just before the Waddle Doo boss? I don't remember the damage that every ability does, but I figured that the combo star would do more damage for a final hit.
I like my "thank you"s in monetary form.
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Active player (304)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
sonicpacker: My anecdotal experience indicates that single-fire boosts last for varying times based on some factor that I am unable to pin down, whether it be length of button press, position, or an RNG. Have you noticed this, and/or do you have any explanation for it?
Joined: 6/14/2004
Posts: 646
If it wasn't clear, I wasn't talking about double fire, but using, for example, double bomb for the boss alone.
I like my "thank you"s in monetary form.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
mike89: The first single fire blast is significantly longer than if you make a chain of them. After the 3rd or 4th in a row (haven't played/TASed in awhile), they start to last the same length. This is actually a good thing as it gives you more mobility for changing height, etc. Hopefully that explains what you were asking. Also, I don't recall how many frames you need to wait before it "refreshes" to the longest single fire. But it has nothing to do with the amount of times you press it; it only has to do with time.
Joined: 8/20/2010
Posts: 4
Location: Japan
sonicpacker: Yes, It is!
I am making Kirby64 100%TAS. The testrun of Kirby64 uploaded in nicovideo made me.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
Joined: 8/20/2010
Posts: 4
Location: Japan
I posted .m64. .m64 I want to cooperate with you. And complete this TAS Project!
I am making Kirby64 100%TAS. The testrun of Kirby64 uploaded in nicovideo made me.
Joined: 3/11/2008
Posts: 583
Location: USA
Comicalflop wrote:
Ice+Cutter: little delay in starting/stopping, good for downhill/uphill, great jumping ability (hard to control but nets good results), potential gap crossing with perfectly timed jumps, only hurts enemies when you jump
The ice spray from turning also hurts enemies, so tapping back will let you attack forward for a very short (possibly negligible, depending on how the accelerations are) speed hit.
XkyRauh
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Joined: 6/9/2005
Posts: 171
Location: Southern California
Stone & Cutter lets you become various animal friends from other Kirby games. I believe the little green bird form was pretty quick, but you'd have to manipulate the RNG to get it. :) Might be worth investigating.
Player (206)
Joined: 5/29/2004
Posts: 5712
Yeah, and I believe there was one shard that required you to manipulate the right statue, the... whichever one was able to climb walls, because even the little bird couldn't fly high enough when I tried.
put yourself in my rocketpack if that poochie is one outrageous dude
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
Rick the Hamster gets the wall-jump. Man, that shard is ridiculous and takes forever, though! :(
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