About the run

  • Takes damage to save time
  • Uses a game restart sequence
  • Abuses glitches
  • Removes lag like a boss
  • Genre: Platform
Used emulator: fceux-2.1.5-win32
This run goes to the credits 30 minutes and 57.30 seconds faster than JXQ's run, by using a new glitch. (In the comparable sections, I saved about 5~6 seconds.)
This video which I found some years ago started it all! I deemed the stone glitch in 6-1 as shown in the video useless because in my initial tests I could make FCEU only crash and there was nothing more to it. Also, the player used either Nestopia or Nintendulator (I cannot remember which), so I considered it an emulation bug.
Just a few days ago I looked at the video again, and tried testing it on FCEUX. I almost concluded it to be useless again, but by pausing the game at the same frame it crashes I could get different results and often it went to the credits sequence! So I posted about this in the forum topic to start up some discussion on it. Inzult and CoolKirby console-verified the glitch and I did quite a bit of glitch hunting in order to find a way to do the glitch early in the game. Luckily, I did find a way:
There is a very tight passage Kirby can move into, at the bottom of the screen. By moving back into the water - from the side - he can do the glitch. There are a lot of places like this and 2-3 just happens to have the first such place so it's the level the glitch is used in.

About the stone glitch

The glitch happens if you transform into stone kirby at the same time you are underwater. This can only happen when moving into a body of water from below or from the side. The glitch thereupon crashes the game or makes it go to the credits sequence, rarely it can warp you to random places. I had it play the world 1 intro and then warp me into world 5, level 1, room 2. And I had it warp me into the level end sequence, then I got out of world 1, level 1's door and nothing was unlocked...
Due to the nature of the glitch it will send you to the credits screen (by pausing on the same frame it crashes) almost all the time, or it won't at all. I got the credits glitch to work by taking the savegame from JXQ's run when he arrived at 6-1, mixing for stone in one of the previous levels and then doing the glitch in 6-1. I noticed the glitch doesn't work very well when you played through a sequence of levels beforehand - which might be why my initial tests on FCEU didn't bear fruit because I didn't reset the game back then. When the game is freshly reset, the credits glitch could be performed quite reliably.
So this TAS needed to reset the game somewhere prior to entering 2-3, which is the level the credits glitch is done in. But no matter how it was planned, quite a lot of time would be lost.
If I had reset after 1-3, 1-4 or 2-1, I would have lost UFO and there weren't any opportunities for quick mixes right at the next stage's beginning. I just figured that going to 1-1 after finishing 2-2 and mixing for stone there, then doing the glitch in 2-3 was the fastest. Of course it would save quite some time not having to reset the game, but the credits glitch just never happened in any of my no-reset tests I did in this TAS.

Memory addresses

addresspurpose
01A5Lag flag (FCEUX' lag counter doesn't work well with the game)
05B9X Speed Low-byte
05BAX Speed High-byte
05BDY Speed Low-byte
05BEY Speed High-byte
0083X Position Low-byte
0095X Position High-byte
0071X Position subpixels
00B9Y Position Low-byte
00CBY Position High-byte
00A7Y Position subpixels
The lag flag address 01ED JXQ posted about in the topic doesn't work at all. I don't know if this is due to erroneous memory search or due to the PRG0 and PRG1 difference.
I wrote a Lua script that shows X/Y Position, speed and lag on the screen. When loading a state using F1~F10, the lagcount is cleared. There are two problems with my script though: When holding F1~F10, lag occuring when currently not in frame-by-frame mode isn't counted. And sometimes when pressing F1~F10 too quickly, it doesn't register and the lagcount isn't cleared.

Thanks to

Inzult: For console-verifying the credits glitch
CoolKirby: For having someone to talk to in the forum topic, and also console-verifying the glitch
Everyone else who posted in the forum topic and was interested


Mukki: Judging...
Mukki: Accepting for publication as a separate "glitched" category.
Nahoc: Processing...


Techokami
He/Him
Joined: 6/23/2008
Posts: 160
what the FUCK Yes vote.
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
CoolKirby wrote:
Why does it have to be glitched? Why can't this be an any% improvement?
The published run never uses this glitch unlike SML2, where the 21 minute run used the glitch that the current run uses, so it was justifiable. Just my two cents. I also think the run deserves a different category.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Active player (434)
Joined: 9/27/2004
Posts: 650
Location: Canada
Very yes, with a side order of nice job.
Active player (328)
Joined: 2/23/2005
Posts: 786
That was crazy! How about we make a new movie tag, something like "Prematurely triggers credits/endgame", since a lot of these movies seem to exist now?
Joined: 9/10/2011
Posts: 8
CtrlAltDestroy wrote:
That was crazy! How about we make a new movie tag, something like "Prematurely triggers credits/endgame", since a lot of these movies seem to exist now?
That doesn't seem like a bad idea IMO
Joined: 6/26/2011
Posts: 167
In favor of that idea. It helps clarify and separate movies these movies (as well as some other ones, like the Pokemon Yellow run or the Super Mario Land 2 run) from games that use heavy glitching to shatter the game but still trigger the ending through standard game actions (usually defeating the final boss). The term "ending" seems much shorter than "credits/endgame", however, for the tag name.
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
wtf XD how does this glitch work?
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4035
ALAKTORN wrote:
wtf XD how does this glitch work?
The submission text wrote:
There is a very tight passage Kirby can move into, at the bottom of the screen. By moving back into the water - from the side - he can do the glitch. ... The glitch happens if you transform into stone kirby at the same time you are underwater. This can only happen when moving into a body of water from below or from the side. The glitch thereupon crashes the game or makes it go to the credits sequence, rarely it can warp you to random places.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Finally an interesting Kirby run. I loved how the game just ended. Yes vote.
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
I will do all the encodes!
Joined: 8/1/2004
Posts: 178
Never played the game, maybe saw it before somewhat but don't remember. Basically first TAS experience watching intently the whole way through: ... "look, what a nice kirby game lets go under the water nowEXECUTIVE PRODUCER!!!!!!!!!!!!!"
<^>v AB X LR s
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
CoolKirby wrote:
ALAKTORN wrote:
wtf XD how does this glitch work?
The submission text wrote:
There is a very tight passage Kirby can move into, at the bottom of the screen. By moving back into the water - from the side - he can do the glitch. ... The glitch happens if you transform into stone kirby at the same time you are underwater. This can only happen when moving into a body of water from below or from the side. The glitch thereupon crashes the game or makes it go to the credits sequence, rarely it can warp you to random places.
I read that, but I mean an explanation of why it happens, not how
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4035
ALAKTORN wrote:
wtf XD how does this glitch work?
ALAKTORN wrote:
I read that, but I mean an explanation of why it happens, not how
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
“how does it work” and “how does it happen” are two different things
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11473
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
"how does it work", "why it happens, not how" and "how does it happen" are 3 different things, to be exact. And some of them are kinda incompatible. I doubt you can get an answer on the question you can't formulate.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (434)
Joined: 9/27/2004
Posts: 650
Location: Canada
If you don't know, just say so.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
feos wrote:
"how does it work", "why it happens, not how" and "how does it happen" are 3 different things, to be exact. And some of them are kinda incompatible. I doubt you can get an answer on the question you can't formulate.
the first two are the same thing, I don’t see what you’re getting at
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I think ALAKTORN is trying to ask what the code does which is executed following the already-described circumstances which initiate the glitch. What does that code do? Why does it crash the game or start the credits sequence or warp you to somewhere seemingly at random? Yes, it's difficult to disambiguate between the questions, "How is the glitch performed?", "What does the glitch do?", and "Through what method does the glitch do what it does?", especially if English is not your first language. I hope this post is somewhat helpful for clarity.
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4035
MUGG answered the first two questions in the submission text, but not even he knows the answer to the third question. It's still a mystery why the game freaks out and warps you to a random level/the credits when the glitch is performed.
Joined: 1/1/2012
Posts: 6
Location: Rouen (France)
CtrlAltDestroy wrote:
That was crazy! How about we make a new movie tag, something like "Prematurely triggers credits/endgame", since a lot of these movies seem to exist now?
I completely agree with this idea, and also think that this movie should not obsolete the current any% run of the game. Oh, did I forgot to mention : A HUGE YES.
Post subject: Downloadable encodes
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15543
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1947] NES Kirby's Adventure "game end glitch" by MUGG in 05:44.57
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4035
I really like the publication screenshot for a lot of reasons. Good choice, Nahoc!
Experienced player (763)
Joined: 6/17/2008
Posts: 146
10bit444 Lossless 10bit444 This 10bit444 is larger than the primary because I exercised personal discretion.