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Game Resources / SNES / Kirby Super Star

The purpose of this page is to document all of the known tricks of Kirby Super Star for the SNES.

See here for a yet unfinished new any% TAS of this game. Most of the tricks documented here can be seen in this video.

Table of contents [expand all] [collapse all]


Fire Glitch (Japanese only)

While performing a dashing attack in mid-air with the Fire ability, press Up and Down. This will cause Kirby to zip downwards at an enormous speed. This can be used to glitch through the floor to skip through some rooms or at the computer virus battle in order to kill yourself to skip the long sequence.


Jet Glitch (Japanese only)

While performing a dashing attack in mid-air with the Jet ability, press Up and Down. This will cause Kirby to fly diagonally upwards. This works with charged boosts too.

In order to glitch through a ceiling, fly towards the corner of a ceiling so that you just barely miss its wall. Then press "up" and "down". It does not work without a corner since the ceiling ejects Kirby downwards to a height where he can't glitch through the ceiling anymore. If it weren't for that very pixel, he could glitch through ceilings directly.


Ladder Glitch (Japanese only)

When pressing Up+Down on a ladder, it will glitch out the game, usually leading to a crash. In snes9x-rr 1.43, it sometimes would lead to the miniboss battle in Dynablade but the emulation in snes9x-rr is not console accurate. The glitch has been tested on console by 0xwas but it hasn't led to anything useful so far. However, Masterjun managed to use it to finish the game quickly by Arbitrary Code Execution.


Plasma Glitch (Japanese version)

In order to immediately charge your attack to the maximum, hold Left and Right and press Up.


Fall Through Platforms

The mechanism of this glitch was first discovered and explained by OGA.

Basically, for this trick to work, Kirby or his partner need to press "down" to crouch for a certain number of frames, while running on a solid ground. If done correctly, Kirby or his partner can fall through a passable platform by pressing the "down" arrow key a certain frame before he would hit the platform. The state of being able to pass a platform like that will not be reset by Kirby's death, room transitions or other transitions. Using this trick, going down a platform normally and a soft-reset will cancel this state, however.



Have a Helper clip through the ground

Have the helper grab Kirby while Kirby is floating close to the ground. At the correct frame, have the helper let go of Kirby. If done right, the helper should be inside the floor.


About lag behavior

Lag is very tedious to control in this game. The lag frames during screen transitions can be minimized by different audio output of the game (by jumping, running or using your shield before entering a door). Generally, the more action on-screen, the greater the amount of lagframes that may occur. Avoid killing enemies if possible. When using Jet, try to direct your backward fire into a wall. Do luck-manipulate enemies into not performing moves that would induce lag frames easily (such as a fire enemy spitting a fireball).


Tricks & Glitches to add in the future


Memory addresses

These addresses will work for the Japanese version of the game.

Memory address What it is
0x700988 X-Position (Kirby)
0x700A7D X-Subposition (Kirby)
0x700A02 Y-Position (Kirby)
0x700AF7 Y-Subposition (Kirby)
0x7016BF X-Speed (Kirby)
0x700BEA Y-Speed (Kirby)
0x70098A X-Position (Helper)
0x700A7F X-Subposition (Helper)
0x700A04 Y-Position (Helper)
0x700AF9 Y-Subposition (Helper)
0x7016C1 X-Speed (Helper)
0x700BEC Y-Speed (Helper)
0x7014A1 Determines if a helper is active
0x003743 RNG address 1
0x003744 RNG address 2


Links



See also



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GameResources/SNES/KirbySuperStar last edited by mugg on 2016-09-12 08:34:55
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