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.
Table of contents [
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See
here for a yet unfinished new any% TAS of this game. Most of the tricks documented here can be seen in this video.
Fire ability: Up+down glitch (Japanese version)
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 in the computer virus battle in order to kill yourself to skip the long sequence.
Jet ability: Up+down (Japanese version)
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.
Plasma ability: Charging 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 firstly 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.
Having a helper glitch through a floor
Have the helper pull Kirby when he is blown up and close to hitting 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
- Cannon glitch
- Heavy Lobster skip
- Skipping the first Whispy Woods in level 2 of Revenge of Metaknight
- ...
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 |
Useful lua-script for TASing. And,
another one.
See also
GameResources/SNES/KirbySuperStar last edited by
Nach on 2012-08-14 04:13:06
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