Cool, thanks for testing 3-4. Glad to know I helped on one part. Speaking of helping with strategies, I read some of the suggestions in that GameFAQs thread... spitting an enemy to finish off Grand Doomer? Some pretty clever stuff there.
Also, speaking of any% getting Wing in 1-4, you can get Wing in 1-1 if you use the ability roulette; super-inhale the three Sir Kibbles after the Ultra Sword knight. Here's what I know about the ability roulette so far (I've been meaning to post this sooner or later).
- You start the ability roulette by inhaling 3 or more copy-ability enemies with a single inhale. They don't have to be enemies with different abilities, they just need to have abilities. Inhaling 2 enemies plus 1 discarded ability doesn't start the roulette.
- You can stop the roulette wheel with the 1 button, which gives you the ability that's showing the moment you pressed 1. The game doesn't let you pause with + during the roulette.
- The roulette cycles through 23 abilities: the 20 from the Lor's four ability rooms, Crash, Mike, and Sleep.
- Unlike previous Kirby games, the order that the abilities appear in the roulette seems random. However, it's a true roulette wheel, so the second and third cycles of the wheel have the same ability order as the first cycle. The roulette wheel spins for about 2.5 cycles, meaning each power will show up either 2 or 3 times, and you have 1 or 2 chances to see where an ability is before it shows up for the last time.
- In the first cycle, all but one of the abilities show up for 4 frames; in the second cycle, all abilities show up for 7 frames; in the third cycle, ten abilities show up for 10 frames each, followed by the final ability where the roulette stops. Here's some examples of what the roulette patterns look like.
- While you can't pause with + during the roulette, you can use the HOME button to pause. In fact, avengah at GameFAQs says you can use HOME to pause, see if the ability you want is there, then hold the 1 button as you unpause to get that ability. I believe the HOME button only allows you to pause once every 0.5 to 1 seconds, but that still gives you several chances (need to test to see exactly how many).
Even without the HOME button, I managed to get the ability I wanted (Wing) 2 times in about 10 tries. That's not exactly a lot of data, but I'm still pretty sure you can watch the wheel closely to make your chances a fair bit better than 1 in 23. What I did was watch the first cycle closely for Wing, take my best guess at where Wing ended up, and try to stop the roulette at about the right time in the second cycle. I didn't try using the third cycle that much, since Wing will only show up in the third cycle 11 in 23 times, but it could be worth a shot if you notice that Wing is early in the cycle.
Considering the Sir Kibbles in 1-1 are a little less than 2 minutes into an any% run, doing the roulette for Wing doesn't seem unreasonable once we've polished the strategies more and are really looking to get the best times possible. It'll save the long detour for the 1-4 HAL room, and allow Wing to shine in 1-2 and 1-3.
Also, speaking of any% getting Wing in 1-4, you can get Wing in 1-1 if you use the ability roulette; super-inhale the three Sir Kibbles after the Ultra Sword knight. Here's what I know about the ability roulette so far (I've been meaning to post this sooner or later).
- You start the ability roulette by inhaling 3 or more copy-ability enemies with a single inhale. They don't have to be enemies with different abilities, they just need to have abilities. Inhaling 2 enemies plus 1 discarded ability doesn't start the roulette.
- You can stop the roulette wheel with the 1 button, which gives you the ability that's showing the moment you pressed 1. The game doesn't let you pause with + during the roulette.
- The roulette cycles through 23 abilities: the 20 from the Lor's four ability rooms, Crash, Mike, and Sleep.
- Unlike previous Kirby games, the order that the abilities appear in the roulette seems random. However, it's a true roulette wheel, so the second and third cycles of the wheel have the same ability order as the first cycle. The roulette wheel spins for about 2.5 cycles, meaning each power will show up either 2 or 3 times, and you have 1 or 2 chances to see where an ability is before it shows up for the last time.
- In the first cycle, all but one of the abilities show up for 4 frames; in the second cycle, all abilities show up for 7 frames; in the third cycle, ten abilities show up for 10 frames each, followed by the final ability where the roulette stops. Here's some examples of what the roulette patterns look like.
- While you can't pause with + during the roulette, you can use the HOME button to pause. In fact, avengah at GameFAQs says you can use HOME to pause, see if the ability you want is there, then hold the 1 button as you unpause to get that ability. I believe the HOME button only allows you to pause once every 0.5 to 1 seconds, but that still gives you several chances (need to test to see exactly how many).
Even without the HOME button, I managed to get the ability I wanted (Wing) 2 times in about 10 tries. That's not exactly a lot of data, but I'm still pretty sure you can watch the wheel closely to make your chances a fair bit better than 1 in 23. What I did was watch the first cycle closely for Wing, take my best guess at where Wing ended up, and try to stop the roulette at about the right time in the second cycle. I didn't try using the third cycle that much, since Wing will only show up in the third cycle 11 in 23 times, but it could be worth a shot if you notice that Wing is early in the cycle.
Considering the Sir Kibbles in 1-1 are a little less than 2 minutes into an any% run, doing the roulette for Wing doesn't seem unreasonable once we've polished the strategies more and are really looking to get the best times possible. It'll save the long detour for the 1-4 HAL room, and allow Wing to shine in 1-2 and 1-3.