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I plan to do a KA run soon also. Last time I did a full run on it, I beat it in about 52 minutes. Need to do better?
Thread title:  
wise fwom yo gwave
It shouldn't be a question of "is it good enough," It should be a question of "Can I do better?"

What do you think? KA is an easy game, and from playing through it a lot as a kid and a few times recently, I think you should be able to beat it in less than 50 minutes.
Are you doing a pure-speed run or 100% run?  I would recommend the former, as we might be getting a 100% run of the GBA remake soon.


Some tips:

You might want to check out the "Splash trick" used in the following link.  The TAS used it to keep UFO for most of the run.  http://kirby.classicgaming.gamespy.com/games/adventure/codes/

Whenever you run to the edge of a platform, slide off the edge and release the control pad for a speed boost.  If you jump the instant you touch ground, you can preserve the speed.  The obsoleted TAS provides many examples of this.

Sword and Hammer are great abilities for attacking enemies in your way without slowing down.  Ice slows you for just a split second.  Tornado, Fireball, and Wheel are all great for moving fast as well.

Ball is the expert's power.  It is extremely powerful (the only powers that come close are the limited-use ones, like Crash and Throw), but to compensate, it is extremely hard to use without hurting yourself in the process.  Here are some tips for it:

- As a ball, kirby falls extremely fast -- even faster than Stone.
- You can go through a door without first transforming back to normal.
- Release A and hold down to land on the ground without bouncing.
- In ball form, Kirby rolls along the ground at running speed.  This running speed is preserved while bouncing, as long as you hold forward.
- When doing the aforementioned slide-off-ledge trick, transform into a ball mid-air and hold A to easily keep the boosted speed.
- For bosses on the ground, try to land right infront of them, and smash their faces as you go up (as you would with High Jump)
- When fighting bosses, don't always hold A -- spending too much time in the air means more time in-between hits.

Two places where I would recommend Ball:
- second half of 4-4 (after the Meta-Knight-flunky fight): slide-boost off the first ledge, speed bounce across the platforms to the secret door, fly upwards, and zip down the waterfall safely and easily.
- against King Dedede.  Before fighting, grab the power from the beginning of 7-4.  Practise, practise, practise!
Edit history:
Floogal: 2007-02-15 07:34:12 am
Here is a guide that gamefaqs rejected for not having enough information.  Use it plan your boss fights.  This information was not hacked from the ROM -- trial and error figured this out.  Note that a lot of these values were changed in the GBA remake.

Copy and paste into Notepad (or use any monospaced font) for it to appear properly formatted.

Sorry for the double-post, but I'm pretty sure I've exceeded the limit for a single post.

--- Guide snipit follows ---
- As far as I know, the only miniboss/boss vulnerable to Kirby's slide attack
  is Meta Knight (and even then, it is hard to successfully pull off).

- The damage for Back Drop and contact-Throw refers to a boss touching Kirby
  or his held object/victim.  Once Kirby lets go, he becomes vulnerable again.

- "Ice Block" (for Freeze and Ice) refers to knocking a frozen object into the
  boss.

- For some reason, it takes 26 hits from Ice to defeat King Dedede, not 25.
  There seems to be no other problems with the damage value listed.

- The damage listed for Mike is for each individual hit.

- For Parasol, "contact" refers to anything that touches it while in an open
  state (for example, not while dropping head-first to the ground).

- With the Star Rod, Kirby automatically performs "jump-spin" while jumping.
  "Rod swing" refers to hitting the Nightmare Wizard with the Star Rod itself,
  and not the shot star, when you press B.



Power        | Damage (number & visual graph)
--------------+-----------------------------------
Normal        |   
- slide      |  2
- water spout |  2
- star shot  | 10
- multi-star  | 25
              |   
Back Drop    | 10
Ball          | 16
Beam          |  3
Crash        | 28
Cutter        |  4
Fire          |  5
Fireball      |  4
Freeze        |   
- shield      |  6
- ice block  | 10
Hammer        | 10
Hi-jump      |  8
Ice          |   
- breath      |  4
- ice block  | 10
Laser        |  3
Mike          | 10
Needle        |  8
Parasol      |   
- contact    |  2
- swing      |  6
Spark        |  8
Star Rod      |   
- jump-spin  |  2
- rod swing  |  5
- star shot  | 10
Stone        | 10
Sword        |  5
Throw        |   
- contact    | 10
- thrown star | 18
Tornado      |  6
U.F.O.        |   
- beam        |  3
- laser      |  3
- star shot  | 10
- multi-star  | 25
Wheel        |  4




Minibosses        |  HP
------------------+-----
Poppy Brother Sr. |  30
  (Crash)       
                 
Mr. Frosty        |  20
  (Freeze)       
                 
Wheelie          |  25
  (Wheel)       
                 
Mr. Tick Tock    |  25
  (Mike)         
                 
Bugzzy            |  30
  (Back Drop)   
                 
Bonkers          |  28
  (Hammer)       
                 
Rolling Turtle    |  30
  (Throw)       
                 
Fire Lion        |  28
  (Fireball)     
                 



Level Bosses      |  HP
------------------+-----
Whispy Woods      |  60
  (Level 1)     
                 
Paint Roller      |  60
  (Level 2)     
                 
Mr. Shine        |  30
  &             
Mr. Bright        |  30
  (Level 3)     
                 
Kracko            |  60
  (Level 4)     
                 
Heavy Mole        |  60
  (Level 5)     
                 
Meta Knight      |  60
  (Level 6)     
                 
King Dedede      | 100
  (Level 7)     
                 
Nightmare Orb    | 600
  &             
Nightmare Wizard  |  60
  (Level 8)   
Fucking Weeaboo
Poppy Bros. HP value sucks in this game...multi-star doesn't do enough to kill him in 1 shot here, compared to Nightmare in Dream Land.

The physics are atrocious.  Have fun.  (Or maybe I've just been playing the remake way too long.)
Quote:
Poppy Bros. HP value sucks in this game...multi-star doesn't do enough to kill him in 1 shot here, compared to Nightmare in Dream Land.
Actually, while all forms of a particular miniboss always have the same HP in the NES version, the GBA version has varying HP amounts.

For example, the Poppy Bros. in 1-2 has no more than 25 HP (I haven't checked myself, but a multi-star does OHKO him), but the Poppy Bros. in 7-2 has 34 HP.  In the NES version, he always has 30 HP.


Quote:
The physics are atrocious.  Have fun.  (Or maybe I've just been playing the remake way too long.)
Care to elaborate on what you mean exactly?  I have noticed that the GBA controls are a little more loose, but then I'm also forced to play the emulator at skip-upto-4-frames setting to get 100% speed.


Is discussing the differences between versions too off-topic?
Lemon Dr likes Apples oddly enough
>.> I was able to beat this game 100% in about and hour and fifthteen minutes.
Okay, I've done it.  I've decoded Mix.

Here is the order that the powers cycle through:

01 - Fire
02 - Spark
03 - Cutter
04 - Sword
05 - Fireball
06 - Laser
07 - Mike
08 - Wheel
09 - Hammer
10 - Parasol
11 - Sleep
12 - Needle
13 - Ice
14 - Freeze
15 - Hi Jump
16 - Beam
17 - Stone
18 - Ball
19 - Tornado
20 - Crash
21 - Light
22 - Back Drop
23 - Throw
24 - UFO

Taking the powers that you ate, simply add 7 to get the final result.  For example, if it were possible to eat two Mike enemies at once, they would result in Freeze.  Obviously, the list wraps around, so two Tornados give Spark.

If you eat two enemies that give different powers, then the game appears to randomly choose which power to start the roulette from.  So Fire & Sword gives either Wheel or Sleep.

Note that there are actually over 10 "dummy" powers interspaced throughout that list.  They only appear for a single frame, and selecting one will actually give you the "real" power that comes afterwards.  Besides repeating some of the powers, other dummy powers include Normal, Mix, Warp Star, and Cannon (supposed to appear while Kirby is in a cannon; only does so in the French version).

Now, you're not limited to just taking the last power the roulette stops at.  In fact, with just a little practise, you should be able to easily grab the second-last power displayed, as the roulette has slowed down quite a bit (and there is also the audio-pattern to listen to).  So two Beams will give you Throw if you let the roulette run out on its own, but you should be able to easily grab Back Drop if you wanted to.


So how does this relate to speedrunning?  It opens up better power-planning, since there is now a definite lookup "table" to determine what certain mixes will give (without having to resort to TAS-like reflexes).  For example, Stone and Ball combinations will be useful for obtaining UFO.

I haven't actually searched the game levels to see where this might be helpful.  One suggestion off the top of my head would be to grab a Beam-Spark combo at the beginning of 1-1.  Hopefully the game will use the Spark, and you can pick off a Wheel ability to zoom through the first through levels.
Fucking Weeaboo
Quote:
For example, the Poppy Bros. in 1-2 has no more than 25 HP (I haven't checked myself, but a multi-star does OHKO him), but the Poppy Bros. in 7-2 has 34 HP.  In the NES version, he always has 30 HP.


Not that you have to worry about the 7-2 one if you're speedrunning, since the secret door skips him.

Quote:
Care to elaborate on what you mean exactly?  I have noticed that the GBA controls are a little more loose, but then I'm also forced to play the emulator at skip-upto-4-frames setting to get 100% speed.


It's really hard to explain, but everything just feels different.  Kirby's running speed and jumping seem really off and unnatural compared to NiD, which is making things hard for me when I play KA.
Lemon Dr likes Apples oddly enough
Heh. I had the same problem, I played Nightmare in Dreamland before I ever played Kirby's Adventure. THe controls feel funny.
Edit history:
SqueamishCow: 2007-02-19 10:31:36 pm
Something I just figured out to add to the mix thing. After you inhale the two enemies, just tap and release down, and you can easily get the power immediately after the one you inhaled. For instance, if you inhaled two fires, you could get spark by just tapping down instead of holding it.
Great job figuring that out.  But your explanation is wrong (or maybe we're playing different versions...?).

You don't need to hold down to scroll through the powers.  Tap down to start the roulette, and hit A or B at anytime to end it.

So if you're holding B or A when you press down, you'll automatically grab the first power in the roulette (which is the one that comes right after the powers that you've inhaled).


Let's see, you can now get UFO from two Throws, or you can get Wheel from two Mikes...  Oh well, it's still something.


Heh, I found the GBA-version's controls funny.  I guess it just depends on which version you started on.