I'm working on my Kirby's Dream Land 3 run, and I was wondering the rules about watching the credits. In Dream Land 3, you can skip the credits. I was wondering if I had to watch them or not. Is it a rule that you have to watch the credits?
Another factor is that If I go for the 100%, I'll have to watch the credits twice, only, the second credits has different drawings from Ado. I was thinking that since the both Credits are different, would I have to watch both?
I think the best approach would be to skip it the first time, and watch it the second time. If anyone can help me with this problem, I'd be grateful.
Though I'm thinking I won't do the extra three things to get the 100%, so I would only need to watch it once. To get 100%, you have to get everything in the main game to get 97%. After the game resets, you have to beat three sub games that take a long time and are extremely random.
Joined: 6/13/2006
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it doesn't add frames to the movie. The general consesus is end input at a point where the credits will run on their own (some runs end input prematurely to take advantage of the game automatically going to the end credits later, but making the run itself shorter.)
In your case, since there's 100% stuff to do after the first credits, you might want to use a record resetting snes9x (or skip them if it's faster.) But if you only wanna do 97%, and the last 3% comes after the credits, simply end the input so that the first set of credits comes around, and you'll be right as rain.
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If you're planning on doing back to back runs, I'd say the credits between the two runs can and should be skipped. They add unnecessary length and dullness. However if you're simply doing one run, my preference is to end the movie as soon as possible, and just let the credits roll. However, some other people will tell you that you should end the movie right after skipping the credits, so it's really personal preference, as long as you specify which you've chosen and why.
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I think stopping the run at the first roll of credits (i.e. a 97% run) will suffice where this game is concerned; the remaining bits are rehashes of things that have already been seen in the main run and would fail to entertain, I should think. Simply reaching the "real" ending is something I would be in favour of.
Hmm. I'm not quite sure what you mean by ending input, or stop the move and let the credits roll. Is there a way to stop frames from counting, but letting the credits roll too?
Joined: 10/28/2007
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Yes - you can end input whenever you like and the emulator will continue to run after that, much as one watching a WIP would wonder why they're staring at a "Level 2" screen before remembering that they're only watching a WIP. :-)
When you do your last move to "kill" the final boss in any game an animation will begin, your movie must finish right when you do your last input, that will be the account of frames your movie has, the emulator itself will say "movie end" but the rom is still loaded so it picks it up where the movie ended.
ergo the credits.
Oh yeah! I get it now. I remember that now. It's just like in the runs posted it says "Movie End" when the last input was made. I guess in the case of Kirby's Dream Land 3, It would have to be after the 0 battle screen disappears since you can still input movement during that fading out part. The battle with 0 is the part I'm the most afraid of. I have to figure out if swiping it with the actual stick rather than the heart is stronger. I know it is for the first form at least.
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Read up on the various arguments for when to end a movie. Like I said, I'm a fan of option #1, from the way you're writing it sounds like you're more a fan of #2. There's no right answer, so just chose which one works best in this case. Hope this helps.
I'm still a little confused. I'd like the credits to roll. I know how to turn it off. What I'm thinking is that on the frame that the final hit is delivered is when I end the movie. The only problem with that is that Kirby can still move around while the boss' death animation is going, and during the fade out of the screen after he's died. If I were to end the movie on the final blow, Kirby would just be sitting there for a few seconds. Would this still be okay?
From what I've read, the movie should end as soon as possible, i.e. when you deliver the last hit. In Mitsume Ga Tooru, it ends right when the player hops on the arrow thingy. Even though there's one more guy to defeat, the player doesn't have to do anything else in order to defeat him.
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That's just fine, there have been several movies with that type of ending here (the one that pops into my head first is one of mine, which had the option of waiting 160 frames to press start to skip the end of movie score tally, or end the movie with the first possible frame where the game would still be completed if it was left to run uninterrupted. I chose to end it as soon as I could). That sounds like what you want to do.
So, long story short, end the movie as soon as possible for the game to still be completed, and just let Kirby sit there for a few seconds twiddling his thumbs:)
exactly, i mean, what can you do? you can't do nothing out of the ordinary anyway, so he sitting there, will be like a normal "previous-to-the-credits" "final" All DKC games, all Mario games, they all end up with the character standing for a few secs.
I think the only times there have ever been complaints about ending input early is when it causes the ending to be significantly delayed. Like if there is a slow text box between the movie end and the credits starting.
How fleeting are all human passions compared with the massive continuity of ducks.
Indeed. I am on the extreme #1 part of the termination point debate, and I made a River City Ransom TAS where the run ends 13 seconds faster than the next-best time (also mine), but the last boss takes about 3 minutes to kill himself. On that note, to make it as fast as possible, use reset to skip midgame credits. For example, the Pokémon Gold run does this.