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Edit history:
Sir VG: 2012-01-28 02:39:36 pm
Sir VG: 2012-01-28 10:44:30 am
Sir VG: 2012-01-28 10:42:17 am
Sir VG: 2012-01-28 10:41:37 am
Sir VG: 2012-01-28 09:03:08 am
Sir VG: 2012-01-28 09:02:45 am
Sir VG: 2012-01-28 04:06:57 am
Fucking Weeaboo
We pretty much know that Spark p0wns all the bosses, chart or not.  Just make sure you're using the "charged plasma barrier" and not the standard spark one.  It will kick the crap out of pretty much any boss.

I see Hammer is good too, but I think it'll be slower then Sparkma.


I beat Extra mode yesterday.  DAMN those EX bosses don't play around!


However, it IS good to know this:

Quote:
*Damage for attacks gets reduced every time you add extra players. The reductions are as follows.

2 Players -10%
3 Players -12.5%
4 Players -15%


So there's no boss scaling, you just do less damage.


Edit: Also, for definition purposes, 93% (120 Energy Gears) = 100%.  Kirby's in-game 100% definition includes medaling on the 7 mini-games.  W/O them, the max is 93%.  But since the game states that you've got all 120, it's clear cut and very easy to verify.


Tried out The Arena and The True Arena for fun.  Times are definitely not the best, but not a bad first play though solo.  I'm making highlights on my Twitch.tv account.

The Arena: 10:25.35 - Twitch.tv Video: http://www.twitch.tv/sir_vg/b/306825977
The True Arena: 15:28.00 - Twitch.tv Video: http://www.twitch.tv/sir_vg/b/306825508


Epic Boss Fight is Epic.
Claimh Happy
I don't see why the mini-games should be ignored if the game itself tracks them for completion.
THIS RUN CONTAINS SECRET WORLDS
The current 100% run of KDL3 ignores the mini-games and SDA simply accepts having all the level quests completed (such as building R.O.B, getting certain animal partners paired up with opposite-gendered counterparts, freezing the metroids, etc.), to make the real final boss available (instead of ending the game with fighting Dedede).
Edit history:
kirbymastah: 2012-01-28 06:33:14 pm
<(^_^)>
spark is MUCH slower than hammer, for sure; people just like it because of its better defensive capabilities, but for speed running purposes, we wouldn't care about defense. Ninja, Hammer, and Wing have much, much, much better DPS than spark all around (wing can spam jump-cancelled condor dives for ridiculous damage). Fighter's instant hadouken is a teeny bit weaker than spark, but MUCH more spammable, so it's better on ground. Parasol is the best ability against ground bosses, period.

My Hammer record for True Arena was 8:12 - and it's VERY EASILY improvable, especially with a few new strats I've found and with the bad Galacta Knight fight...

There's an even better record by a japanese player with Wing, at 8:05 - http://www.nicozon.net/watch/sm16470291 there are practically no mistakes

I've already started a 100% SS test run for main mode, though (any% is very boring, it's just spamming Wing for the first five worlds). The 100% game definition is completion of game, collection of all energy spheres, and completion of the challenge rooms (don't need to be platinum or anything).

Level 1:
Level 2:

They're only test routes, and aren't optimized at all, but I just posted them up to get a feel for how it goes. I've been trying to practice Level 3, but the water levels are just a pain since everything makes you lose your ability permanently <_<
<(^_^)>
I actually just tried a random SS 100% main mode speed run, with the route I have planned out... It's the first time I tried it truly SS, and as expected, it didn't go too well. My time was 3:03:32, starting the moment I start a new file, and ending when I land the final blow on Magolor's Soul. There were two deaths, but my route is very usable; thankfully Level 3 didn't completely screw me over.
Edit history:
yoshifan: 2012-01-29 02:07:32 pm
yoshifan: 2012-01-29 02:05:45 pm
I've been working on this game too!

It looks like you've made awesome progress, kirbymastah. Smiley  So far I'm seeing how I do with finding strats mostly by myself, but I'll definitely watch your any% and 100% early game routes soon.

I've pretty much done all any% practice so far.  Tried two full runs, which I timed at 2:11:32 and 2:03:30.  I've learned Worlds 1-3 fairly well, Worlds 4-5 only on a basic level, and Worlds 6-8 not nearly enough.  That'll show pretty well in my 2:03:30 run, which is at my twitch.tv channel: Part 1, Part 2, Part 3 (brief disconnect between pt 2 and 3).  I'll go for sub 2 hours at some point, but I'm starting to look at 100% strats for now.

And much thanks for the link, Floogal (especially the Rainbow Resort one).  I was wondering if someone had recorded damage numbers from Metal General - I'd done that myself for just a few powers.

Just from what I've tried, I agree about Ninja and Wing being awesome for bosses; haven't tried Hammer enough personally, but can't argue with that True Arena time there.  A 100% will be really interesting because the Sphere Doomer fights require you to learn a bunch of different powers, depending on what they give you before the fight.
Edit history:
kirbymastah: 2012-01-29 10:22:47 pm
kirbymastah: 2012-01-29 10:22:22 pm
kirbymastah: 2012-01-29 04:43:34 pm
kirbymastah: 2012-01-29 04:35:30 pm
<(^_^)>
Wow, It's great to know one of you pros are working on this game now; I thought there was practically no interest in it haha embarassed

It's why I find 100% much more interesting than any%, since I'm forced to switch powers, especially because of the sphere doomer fights. In my route so far, I use every ability at least once, except Crash & Sleep (yes, I even use mike!). I can lay out this route for Level 3, since I doubt I'll get a decent run any time soon <_<

I didn't watch your entire run yet (I will sometime soon!) but something cool to note: With wing, if you dash attack on the ground, but on an upward slope, you can instantly guard at the end. This is useful in the uphill boulders rooms (specifically 2-1 and a certain level in world 5... don't quite remember) since you can just charge through the boulder, guard, then dash again.

After watching your world 1, there're a few things I would like to note (but it's still a great run!, considering you ran the entire game SS!)
Grab cutter immediately in 1-1. I don't think it really saves that much time, it's probably about equal, but it's definitely not slower, and it's definitely easier than going no-ability in the first screen of 1-1
Beginning of 1-2, I think it's faster to start off slide attacking then jump and burning, so you'll end up higher up on the ladder. I think my strat for the first screen of 2-1 is faster.
Jumping repeatedly up ladders is noticeably faster than climbing the ladder
I try to avoid hitting enemies while burning. Not much time, but it helps.
Inferno can kill Gigant Blade before he attacks, but I can't get the timing to start Inferno consistently. I barely got it in my test run, though I got hit at the same time lol.
I just discovered this recently, but slide attacking with an invincible candy is INSANE. Try it. The timing is different (quicker) than without invincibility candy, but IMO slide-attacking with invincible candy is the fastest horizontal movement speed you can reach, besides using a cannon or Snow Bowl

Nice Cookie Country! I'll definitely watch the rest later! I just got my own acceptable test run of Onion Ocean for 100% too! Cheesy
Edit history:
kirbymastah: 2012-01-30 07:08:55 am
kirbymastah: 2012-01-30 07:08:48 am
<(^_^)>
Onion Ocean 100% test route:

@_@
Just wondering here, in an any% run would it be worth it to go back after finishing world 5 and get Wing before starting world 6? I know you can get Fire pretty quickly in world 6 but the next Wing enemy isn't until towards the end of the world and Wing just feels so much more mobile to me. The quickest way to go back for it would probably be to climb the first section of the mini-boss tower in world 5, alternatively maybe the start of 5-1 (haven't tried to see which would be better). It takes some time to backtrack but it may be made up and then some by having a much better world 6 time.

As a side note I don't believe the challenge rooms should count towards 100%. Yes the game tracks it as 100% but those are just mini-games that have nothing to do with the actual game, word for word why the definition for KDL3 is different.
Edit history:
kirbymastah: 2012-01-30 10:06:54 am
kirbymastah: 2012-01-30 09:59:25 am
kirbymastah: 2012-01-30 09:58:12 am
<(^_^)>
Hmmm that's definitely worth checking out. I'm sure if it's worth going back to world 5 to pick up wing, it'd be right before Grand Doomer, since it takes a while to grab wing at 5-1. I think it'll be worth it, since you can barely charge through the giant electric/fire balls in 6-1 with wing and skip waiting, whereas with fire you can't.

About 100%... in my route route, the 4th ability room is unlocked by the end of world 5, so since you start in the ship after landing in Halcandra, I can use merely about 20-30 seconds to grab wing in the ship. There are the cutscenes of the doors opening for the first time I have to go through, but I need to go to that ability room before Landia anyways to pick up hammer.

I really don't think the challenge rooms are just plain mini-games. The game literally says, "You've completed Main Mode 100%" after clearing the challenge rooms. If it was ninja dojo or scope shot, I'd understand, but the challenge room still tests how fast you can use traditional kirby (and it's also sword ability's time to shine, as I rarely ever use it in my route because it sucks so much). And it's really not THAT much out of the way either; i plan on doing all of the challenge rooms right before Landia (since I'll have all 120 energy spheres by then), and it's not a big deal to return to the ship since again, I'm returning there anyways to pick up Hammer.
Edit history:
NoiseCrash: 2012-01-30 10:22:52 am
@_@
Quote from kirbymastah:
right before Grand Doomer

Right, that's the one I meant. Haven't played the game in a couple weeks so that's my memory for ya. I just think in general Wing gets around better, especially in parts where you basically have to fly. My hunch is that it's worth it but it's something I'll (we'll) have to look into.

That's true about the challenge rooms, you have a point. I was just thinking of a case where we forewent game-defined 100% in our definition and it seemed similar, also perhaps that challenge rooms might make for its own IL-table or separate category. I suppose it'd be easy to argue that they're not entirely unrelated. Either way I'm sure if you or whoever else includes them in a submitted 100% run it'd be fine; I seriously doubt anyone would cry foul and sit there and argue about the defnition.
Edit history:
yoshifan: 2012-01-30 01:43:34 pm
yoshifan: 2012-01-30 12:53:30 pm
kirbymastah, I'm no pro - just wait until you see Worlds 6 and 7!  I think my quality of strats tops out at World 2, as that's the one I've practiced the most.

Also man... the horizontal lines on the twitch recordings are worse than I thought they'd be.  Maybe I'll try fiddling around more to fix that.  Or I'll upload some actual videos when I get something better.

Quote from kirbymastah:
I didn't watch your entire run yet (I will sometime soon!) but something cool to note: With wing, if you dash attack on the ground, but on an upward slope, you can instantly guard at the end. This is useful in the uphill boulders rooms (specifically 2-1 and a certain level in world 5... don't quite remember) since you can just charge through the boulder, guard, then dash again.

I didn't know that, sounds like a good thing to try.  Yeah, 2-1 has boulders, and I think 5-1 does.  There's also a level in World 4 (4-3 maybe?) with ice boulders.  Ideally, you'd Condor Head or Condor Head + Combo Dive all the way through the boulders, but if you screw up you might be able to do the slope guard.

Quote from kirbymastah:
Grab cutter immediately in 1-1. I don't think it really saves that much time, it's probably about equal, but it's definitely not slower, and it's definitely easier than going no-ability in the first screen of 1-1

I believe I did grab Cutter. Tongue

Quote from kirbymastah:
Beginning of 1-2, I think it's faster to start off slide attacking then jump and burning, so you'll end up higher up on the ladder. I think my strat for the first screen of 2-1 is faster.

Yeah, you're right about the first Burn onto the ladder.  For the rest of that screen... I didn't really have much of a strategy to be honest.  Part of it is my indecision as to whether Burn or Fireball Roll is faster on flat ground.  Do you happen to know which is faster?

Quote from kirbymastah:
Inferno can kill Gigant Blade before he attacks, but I can't get the timing to start Inferno consistently. I barely got it in my test run, though I got hit at the same time lol.

Whoa, I just watched what you did in your test run... awesome!  I tried using Inferno, but I kept getting pushed back by his shield or something.  I didn't think to trap myself in the corner like that.

Quote from kirbymastah:
I just discovered this recently, but slide attacking with an invincible candy is INSANE. Try it. The timing is different (quicker) than without invincibility candy, but IMO slide-attacking with invincible candy is the fastest horizontal movement speed you can reach, besides using a cannon or Snow Bowl

Oh yeah, definitely.  I haven't learned the invincibility parts well enough to utilize sliding without sliding into enemies, though.  (Wait... do you get stopped by enemies while invincibly sliding?  I forget.)


Also, I agree about the challenge rooms counting towards 100%.  It does disrupt the flow of the run somewhat, but I don't think it's too bad, and it still makes for some good showing off of Kirby skills.  I think it's worth it to finish with a file saying "100%" instead of "93%".
Edit history:
kirbymastah: 2012-01-30 01:04:00 pm
kirbymastah: 2012-01-30 01:03:22 pm
<(^_^)>
I've never compared them side-by-side, but I'm pretty sure burning is faster; it travels farther and has less endlag than fire spin. Interesting to note, though, when I tried out the ice levels, Kirby running full speed on ice is roughly as fast as using burning!

I wouldn't say the challenge rooms would disrupt the run if they're really fast Tongue haha

Personally, I'd say my strat peaks at world 5, since it's my favorite one and I've practiced it a LOT (and world 3 is my worst...). I've actually tried out two different routes for 5-3 (which is a very vertical level):

1. I'd finish 5-2 with parasol, so just do 5-3 quickly with parasol protecting me
2. Leave Nutty Noon, go to the Lor, finish the bottom three challenge rooms (Water, Bomb, Hi-Jump in that order) then return to 5-3 with hi-jump

If route 2 was faster, it'd be really cool since it's such a creative route (and wasted time isn't that much; only time wasted is the time it takes to go to the Lor and back). Unfortunately, when I roughly timed 1 vs. 2 for the beginning of 5-3, route 2 is slower by about 10-15 seconds =/
Edit history:
kirbymastah: 2012-02-01 02:21:40 pm
<(^_^)>
Level 4 test route:



forgot to answer yoshifan's question: you do get stopped when sliding into enemies, so you're better off just running if there're any enemies directly in front of you.
Edit history:
yoshifan: 2012-02-02 10:49:43 pm
yoshifan: 2012-02-02 10:36:42 pm
Here's some input on World 3, since I've put some time into that now.

3-1 (2:41) - Jumping after shaking with Snow Bowl is the best thing ever. Smiley

3-2 (6:45) - That is an awesome trick for keeping Tornado!  I never thought to try that anywhere.  I wish this saved more time, but it's too bad that you need Spear soon after.

3-2 (7:32) - Nice clean strategy for taking out the enemies.

3-2 (8:23) - I actually prefer to keep Spear until 3-3 Moundo, or until the stretch of land before Moundo.  Water's water gun is good, but it still slows you down a tiny bit each time you use it, more so than underwater Spear attacks.

3-3 (10:42) - I didn't realize you could swim past that first spike trap in time, neat.

3-3 (12:46) - The squid will jump, so you can slide under it.  Minor thing, though.

3-3 (14:21) - Not sure if you forgot about it or didn't know, but you can aim the Monster Flame up or down to destroy all three of those statues in one shot.

3-3 (14:59) - I haven't tried, but it looks like you might be able to Monster Flame the octopus when you're still around these slopes.  (Edit: No, don't think it's possible, oh well.  He doesn't seem to respond to the flame going through the top of his head.)  What I do know is that you can face left before doing the Monster Flame to hit the octopus a tiny bit faster.

3-3 (15:47) - I'm not very good at it, but if you manage to inhale both of these sharks together before your large star destroys them, you can spit them out as a smaller, two-enemy star which will move more quickly through the blocks ahead.  I'm not sure if it even saves time though.

3-4 (18:17) - Heh, nice strategy in the side room.  I would always hit the switch to drop the enemies first.

3-4 (19:13) - Hmm, I didn't think to use it, but the candy looks faster to me.  An 8 second detour for the fast swimming (which I forgot about) and being able to plow through the sharks looks pretty good.

3-4 (19:58) - I usually get Spear here instead of the Water from earlier.  Not sure which is faster.  I am tempted to say Spear since you get that in the last room of this level anyway, but I don't know for sure.

Awesome Puffer fight. Smiley
Edit history:
kirbymastah: 2012-02-04 07:49:27 am
kirbymastah: 2012-02-04 07:49:25 am
kirbymastah: 2012-02-04 07:49:24 am
kirbymastah: 2012-02-04 07:47:37 am
kirbymastah: 2012-02-04 07:47:04 am
kirbymastah: 2012-02-03 09:19:13 am
kirbymastah: 2012-02-02 11:39:39 pm
<(^_^)>
2:41 - You need to see 4-4 then, despite it having one missed jump
7:32 - Thanks! It's pretty hard to pull off a clean strat, because of randomness; I got pretty lucky here
8:23 - I originally grabbed water because it blasts through multiple blocks underwater, but I forgot that spear works too... We'd probably have to test which one's faster, water or spear, though I'm pretty sure they're very close (spear doesn't have to stop to attack, but water gets the advantage on that patch of land before Moundo)
14:21 - SERIOUSLY? ...I have to try that!
15:47 - Actually yeah, it would be faster by a bit, but it's not a big deal if I miss it
19:58 - Wow, probably really close between water and spear once again. The reason water appeals to me more in this room is that I can shoot the switch really early from the side that releases the metal spike balls (i dunno if spear can do that), and because of course, of its dash attack. I just realized how infrequent its dash attack is used on land before switching to spear though. But spear can shoot down in the next room much faster, and doesn't have to go through water's atrocious acceleration animation every time I want to walk while carrying the bomb... it's likely spear is a bit faster, but i'd have to test it out.

oh yeah, about the invincible candy, I typically grab it for any%, because it allows you to skip waiting for those metal spike balls in the next room (you can just swim through them)

I watched your world 2-3 in your any%, and there were some neat tricks with wing that I forgot about (like using the dive attack to reach a warp star above, and such).

-I'm pretty sure against minibosses, you want to trap yourself in the right corner and spam jump-cancelled dive bombs, because the dive bomb attack does more damage than the shockwave
-against dr. dooter, I do dive bomb -> dive bomb -> shockwave while he's on the ground; when he's jumping around in 1st phase, I go crazy with dive bombs since he jumps into your range anyways. In second phase, when he jumps around, definitely take advantage of those warp stars
-If only there was a way to keep wing after using snow bowl, i'd totally switch to snow bowl in level 3-1...
-Jumping up ladders is considerably faster than flying up or climbing up
-Yeah, in 3-3, you can still pass the first spike trap before it comes down; it may seem risky since you do not want to lose wing at all, but i've perosnally never, ever been hit by it before (now I jinxed myself...)
-In the windy part of 3-3, i'm pretty sure flying is a little faster than wading across; you don't want to fly around when the gordos are around, it's too risky, but otherwise yeah, definitely fly
-At the start of 3-4, just slide attack into the water (and every time you have to travel a short distance), don't bother jumping
-Nice navigation of those spike bars Smiley
-Against Fatty Puffer, I also do double dive bomb -> shockwave strat (maybe triple, if I'm close enough to hit the third one). That way, I've been able to consistently finish 1st phase before he rolls, and second phase before he shoots water.

Nice run so far!
Cool, thanks for the feedback.  You're right on all counts about movement (ladders, wind, and sliding off ledges).  Yeah, one thing I don't do enough on bosses is flap-cancelled dive bombs; I've pretty much only done it on flying bosses since the ground shockwaves don't hit them.  Looking at the damage info from Rainbow Resort (240 for dive bomb, 150 for a shockwave comboed in from that), it looks like cancelled dive bombs are the way to go against anyone who's tall enough for it.

At this point, I personally don't think my any% run has much to offer past World 3, but feel free to watch and comment on it if you want. Tongue  However, I'll do a 100% run sometime soon, and hopefully the later worlds will be more polished than in the any%.


My comments on your World 4:

Spacing those Burn attacks is tricky, but it looks like you've got it covered pretty well in 4-1 and 4-2.

4-2 (4:08) - Just barely getting under the door, and lining yourself up well for jumping up to the Energy Sphere.  Good stuff.

4-2 (5:41) - I tend to get Sword here and spam the spinning slashes.  Beam looks cooler though, and the Capture Beam does pretty good damage...  Also, try jumping to the right of Super Bonkers as he's doing the spinning move; that way he should end up closer to the right by the end of the fight.

4-2 (6:21) - I pounded this stake and the next one for some reason.  I didn't realize that the stakes weren't very hard to skip. >_>

4-2 (7:50) - What I did here was take the cannon all the way to the boss.  It didn't slow me down much at all after getting past the bomb blocks, although I had to jump a lot so I wasn't able to slide.  The cannon destroys Sphere Doomer in 5 shots, but I think it's only like 2 seconds faster than Ninja.  Kind of interesting that these strategies are so close.

4-2 (8:31) - I never even thought of using the walljump for speed, nice.  Nice downkicks in 4-3, too.

4-3 (9:46) - Didn't realize you could go under this wheel.

4-3 (11:08) - I stand near the right edge of the platform that's left of the water, and toss a Hyper Boomerang, holding Up as it bounces off the platform and the wall.  It might be a tiny bit faster than what you did (especially if you move toward the door while holding Up for the boomerang).

4-3 (12:03) - That is a nice fight.  I kept Cutter for this guy and spammed the Cutter Drop, but the way you did it with Ice seems faster.

4-4 (14:55) - Once again, Snow Bowl is the best power. Smiley

4-4 (15:36) - Might be a tiny bit faster to inhale the first broom enemy and spit it out at the second one, without jumping.

4-4 (16:50) - For this attack, I'm thinking you could walk left to dodge his second lightning, then jump + normal bomb tosses for the rest of his attack.  That could finish him before he goes into the background, if everything goes well (I don't think I've managed this quick kill before, since I'm not very good with Bomb).

4-5 (19:30) - If you do a Burn, you can get past this last set of appearing blocks before they block your way.

4-5 (20:37) - Well, if you get hit, you can get Ice.  It's a bit messy for finishing the dark room, but you could actually save a bit of time at the part with the keys due to being able to skate.  Not better than keeping Fire, overall, but a pretty decent backup plan IMO.

4-Boss (21:57) - Did not know you could do Stealth Slashes this rapidly.  I tried it myself, though, and it certainly works.  And great fight, the first half was pretty much perfect.

Your runs are definitely looking solid up to this point.  Looking forward to the next worlds, and Worlds 1 and 2 once I take a look at those levels again.
Whoops, I forgot that I never chose "Save Forever" on twitch.tv for my 2:03 any% run.  And I just noticed it got purged from the video list.

I have the local recordings, though, so I can re-upload those.
<(^_^)>
Your any% strats do have use in world 5 especially, since it's essentially party time for Wing in both any% and 100% Tongue World 7 too, though I haven't watched your entire run (I'm assuming you kept wing from level 6-5ish)

4-2 (5:41) - I tend to get Sword here and spam the spinning slashes.  Beam looks cooler though, and the Capture Beam does pretty good damage...  Also, try jumping to the right of Super Bonkers as he's doing the spinning move; that way he should end up closer to the right by the end of the fight.

This really depends actually. If I'm going to do this, I wanna make sure I kill him from the left, so his body flies to the right; otherwise, it'll fly to the left and into the center of the arena. Not too big of a deal though; Personally, I'd rather have a quick fight with the body in the middle than float to the right, but that's just me.

And yes, I do think Beam i cooler. IMO Beam is probably the flashiest ability to speed run bosses with Tongue

4-2 (7:50) - What I did here was take the cannon all the way to the boss.  It didn't slow me down much at all after getting past the bomb blocks, although I had to jump a lot so I wasn't able to slide.  The cannon destroys Sphere Doomer in 5 shots, but I think it's only like 2 seconds faster than Ninja.  Kind of interesting that these strategies are so close.

Hmmm true, I do think using the cannon is actually a bit faster. But the ninja ability does help in the beginning of the next level, so I feel ninja is ultimately faster.

4-2 (8:31) - I never even thought of using the walljump for speed, nice.  Nice downkicks in 4-3, too.

Wall jumping sucks. This is one of 2 (maybe 3) times where I use it intentionally; I've accidentally wall jumped at least 100 times more than intentional, and I'm not exaggerating <_<

4-3 (11:08) - I stand near the right edge of the platform that's left of the water, and toss a Hyper Boomerang, holding Up as it bounces off the platform and the wall.  It might be a tiny bit faster than what you did (especially if you move toward the door while holding Up for the boomerang).

I'll have to try that later once I wrap everything up; I'm pretty sure that's faster by a secondish though, and less risky too since if I don't hop into the water in time after cutting, I get crushed.

4-4 (14:55) - Once again, Snow Bowl is the best power.

No kidding

4-4 (15:36) - Might be a tiny bit faster to inhale the first broom enemy and spit it out at the second one, without jumping.

Actually you may be right, since I'll continuously be running on ice while doing this, with very little slowdown, whereas jumping is slower than running across ice. Not a big deal, but it's something.

4-4 (16:50) - For this attack, I'm thinking you could walk left to dodge his second lightning, then jump + normal bomb tosses for the rest of his attack.  That could finish him before he goes into the background, if everything goes well (I don't think I've managed this quick kill before, since I'm not very good with Bomb).

I've gotten my bomb strat down a bit more consistently, fortunately; I just need to memorize where his lightning patterns are. I can kill it before it enters the background more than half the time, so... yeah Smiley

4-5 (19:30) - If you do a Burn, you can get past this last set of appearing blocks before they block your way.

Something I have to try too; thanks!

4-5 (20:37) - Well, if you get hit, you can get Ice.  It's a bit messy for finishing the dark room, but you could actually save a bit of time at the part with the keys due to being able to skate.  Not better than keeping Fire, overall, but a pretty decent backup plan IMO.

That is true; I guess I should learn how to navigate that section with ice, as a back-up, so I won't have to be frustrated with resetting a potentially solid run 1.5 hours in.
Edit history:
kirbymastah: 2012-02-06 05:24:49 pm
kirbymastah: 2012-02-06 07:42:02 am
kirbymastah: 2012-02-06 07:40:19 am
kirbymastah: 2012-02-06 07:40:16 am
<(^_^)>
Nutty Noon 100%:


The beginning of 5-2 has some pretty amusing mistakes with that ninja enemy.

Egg Engines 100%:
Oh cool, I'll watch and comment on those when I get the chance. Smiley


Also, I uploaded my 2:03:30 any% run to YouTube:


Part 1 Part 2 Part 3

When I said the latter parts of this run might not be helpful, I meant that because I hadn't practiced the later worlds much at all.  I agree that keeping Wing from 6-5 would be the plan though... and probably Fire for most of 6-1, and then Parasol once you get it at about the 4th screen of 6-2.  Of course, going back to 5-Boss to get Wing for 6-1 needs to be tested, as mentioned before.
Edit history:
kirbymastah: 2012-02-09 03:28:26 pm
kirbymastah: 2012-02-09 10:17:25 am
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My 100% Test Run is complete! I'm currently uploading the last three segments, and will update this topic with links.

Final 100% Time: 2:52:04

I'm going to start practicing bits here and there and see if there are possible route changes (there are already quite a few that yoshifan pointed out, and some gamefaqs-ers found too). My current SS goal is sub 2:55, but eventually I'd like to beat this test run's time (will be difficult since this was segmented, but not all bad because of a few new strats found). I'm hoping someone else with real recording equipment will be able to take on the task of beating me and uploading that run to this site as well (since my camera kinda sucks and is pretty darn unsubmittable)
Edit history:
kirbymastah: 2012-02-09 02:50:51 pm
kirbymastah: 2012-02-09 02:36:35 pm
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Level 7:


Challenge Rooms:


Finale:


The end of 7-2 is a major highlight. Also Magolor Soul is sexy.

Also, we don't need to plan any% route really. You can actually keep Wing at the end of the Grand Doomer fight, and not worry about whether it's faster to backtrack for wing or not. Just do the same method I use against Magolor in the above video, except against Grand Doomer! Smiley Now for any%, we can keep wing for the entire run!!!!
Whoa!  That's an amazing find!  That'll definitely save a lot of time in any% World 6.

Congratulations on finishing the test run! Smiley  Great to see it subbed 3 hours easily.  I've been a bit busy the past couple of days, but I'm definitely playing more Kirby this weekend, and I'll comment on the rest of your strategies.  By the way, how did you do the test run in segments - management of Wii save files?  Just wondering.
Edit history:
kirbymastah: 2012-02-10 08:58:29 pm
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Thanks! and yeah, it'll definitely save tons of time in any%, so we can essentially go pure wing the entire run after 1-4. It may get repetitive, but Wing is such a fast-paced ability that I doubt watching it would get dull (though I personally (IMO) still think 100% is much more interesting than any%)

Yeah, I pretty much kept a wii save on my sd card, so every time I resetted, I deleted my wii save file and copied over the sd card one. It got pretty annoying XD

Also, when we discussed using spear instead of water in 3-4, I'm pretty sure using spear is faster! this way, we go abilityless before getting spear, meaning I can tank through the spike balls without having to wait. Also, spear shoots downards in that bomb room much faster than water Smiley