CoolKirby's Adventure is a great game. If you have a spare minute, watch our TAS. This is the result of an extensive frame war where 6 TASers participated, namely (in alphabetical order): CoolKirby, Masterjun, MESHUGGAH, mugg, TASeditor and TRT.
Note: Submission text is subject to change.

Game objectives

  • Emulator used: FCEUX 2.2.1
  • Uses Old-PPU (the only thing is changes on different PPU is the credits glitch which can be remanipulated)
  • Aims for shortest input
  • Entertains without losing a frame
  • Uses reset button
  • Abuses game-breaking bug
  • Manipulates luck
  • Manipulates game

The story of this movie

TASeditor demonstrated a wall clipping trick on slopes. The next day, CoolKirby submitted #3976: CoolKirby's NES Kirby's Adventure "glitched" in 00:39.07 that abused the same bug from the previous TAS but now at the very first possible place: the 3rd room of level 1 using TASeditor's discovery. And another frame war had begun.
In the spirit of [2208] N64 Super Mario 64 "all 120 stars" by mkdasher, Nahoc, sonicpacker, Jesus, Kyman, MoltovM, SilentSlayers, snark, ToT, Bauru, Eru, Goronem, Mokkori, Nothing693 & pasta in 1:20:41.52 (as feos suggested), the 6 authors: MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor, and was0x submit this movie as a team, since everyone made improvements and improved others' efforts. MESHUGGAH is the main author because he found the last improvements for this run.

How do you complete the game under 36 seconds?

You rush to the first possible place where you can abuse a game breaking glitch which triggers the ending credits (or various scene related subroutines) by using the Stone ability in water. While Stone Kirby will turn back into Kirby upon touching the surface of the water, entering a pool of water from below or from the side causes the game to crash. However, on the last frame before the game crashes, you can press Start and a few other buttons to manipulate the game to jump to the credits instead.
Other than that, there were various little tricks thrown in by the 6 TASers like subpixel positioning, removing enemies at lowest cost to save lag frames, dashing at cliffs, bunnyhopping to maintain movement speed, optimizing jumping lengths and inhaling, comparing different routes (sometimes you need to be slower to be faster) and rolling suitable RNGs.

MESHUGGAH's comments

Hi guys and girls. Do you wanna know what I implemented in order to shorten this TAS?
Optimizing sub pixel positions and jumps
using MUGG's lua script, later Masterjun's lua script, I could optimize the route to make it as fast as possible. To understand how much the game lags, in the movie it was faster to run down from the hill instead of jumping over it with a higher movement speed.
Inhaling three creatures instead of two
this way I lost position but saved lag frames, so I could continue the route faster.
Dashing through sparky
killing sparky removed many lag frames.
Delaying the leaving of a room
when you improve a "lag frame", the next occasion a lag appears will be different (of course this has other factors like objects on screen). Using TASeditor's idea of sacrificing frames to start the next room and combining this with slowing down at the early part of room 2, I could keep my improvements without losing them (except 1 frame which was otherwise impossible to make faster or even as fast as this way does). This saved much more than 10 frames alone instead of 1 frame (or even 0 frame).
Jumping through room 2 gap with 1 jump and breath
looks a bit funny, but this is 2 frames faster than any other strategy.
Wallclipping
you can clip over a slope if you time your jump's peak point to go through 1-2 pixels long walls. Movement speed and lag frames can fool you.
And for entertainment,
Glitch the ending graphics
this is input- and PPU clock/CPU cycle dependent. The reason I used this is to destroy the game after tedious TASing sessions.
I would like to thank CoolKirby for starting this madness, TASeditor for his great ideas and advice that helped me a lot, MUGG and Masterjun for their precious lua files and route strategies as well as was0x, and others who answered my questions on both forums and IRC. I hope you like this movie, as much as I hate the game now.
See you until my next frame war TAS =)

CoolKirby's comments

Hi, I'm Daisy CoolKirby! I started work on the original run after seeing TASeditor's new clipping glitch 53 minutes after he posted it. After a moment of decision, I spent the rest of my afternoon and night creating the 39.07 run, submitting it before I went to bed. This was definitely a challenge for me, as I had no experience with a game like this and didn't know how to optimize it quite as well as, say, MESHUGGAH did. I did the best I could though, and submitted it thinking it wasn't very improvable.
...needless to say, I learned a lot about advanced TASing techniques from my part in this frame war, especially from TASeditor and MESHUGGAH. While my hours and hours of trying to find an improvement myself but finding nothing were pretty discouraging, I did manage to save a frame once and establish my place in the frame war.
I'm really glad I was bested, because the run looks a lot better now with all the crazy new tricks and that wacky ending. And it couldn't have been done without all 5 of these other guys, especially MESHUGGAH (who must be a genius). Hope you all enjoy the run!

TASeditor's comments

Hi there!
How did I find the clipping glitch?
I actually was just playing a bit around, cause I was bored. Of course I did some pointless things, including jumping up a hill with turbo-fire button, then I accidentally found the clipping glitch. I was sure this could be used to improve the glitched TAS.
What have I achieved in the end?
Nothing! At the end I only shared ideas with MESHUGGAH, so he could squeeze out a bit more of the game. Thanks to MESHUGGAH for optimizing this run.

Masterjun's comments

Haha good job MESHUGGAH!
What did I do to be included here?
I actually just once saved 3 frames at the slope jump at the end, which was then sometime improved even more by MESHUGGAH (removing the lag by turning around instead of slowing down and creating laggy smoke). I also debugged the game and figured out how the RNG advances and how it determines the moves of the enemies. The lua script for it was already linked above somewhere...
How did I debug the game?
Well I... wait nobody actually wants to know this. It was easy by using the useful trace logging feature.
What else can I say?
Oh man I just love that glitched ending, haha. Also, lag frames can be a pain for every TASer! Seriously, how would anybody understand Slowing down to save time?

feos: Accepting too Moons. As for the alternate encode with regular ending, it must be added to the publication as a second YouTuber with a notice in the movie description explaining the second link.
Ilari: Processing...

TASVideoAgent
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Shotgun encoding final. (Easy Yes vote) Final Encodes: Glitched Credits (TASVideosChannel (Hosting Site for all encodes)): Link to video Normal Credits (TASVideosChannel) (Same input file removed last R, frame 2144 in TASeditor) Link to video
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This run is amazing and proves the incredible results that can be achieved with team work. I have really enjoyed following this frame war's development, even though it was atypical because there have been only two submissions (I prefer the classic frame wars in which the authors submit the runs featuring the improvements they find). Good job, Team-KA!
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Zeupar wrote:
(I prefer the classic frame wars in which the authors submit the runs featuring the improvements they find)
Well, I'm pretty sure that every little information about what improved could be gathered solely from the previous submission's thread. I'm pretty sure I would avoided submitting movie files for every frame I gathered (submitting != uploading) I hope the others will also edit the submission text and add their comments.
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Easy yes.
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Excellent! Yes vote.
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No hesitation here, yes!
Post subject: Re: #3990: MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor, was0x's NES Kirby's Adventure "Glitched" in 00:35.91
AnS
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TASVideoAgent wrote:
And for entertainment, Glitch the ending graphics this is input- and PPU clock/CPU cycle dependent. The reason I used this is to destroy the game after tedious TASing sessions.
Is it possible to have a movie that beats the game in the same amount of frames, but shows normal graphics in the ending? I would prefer to see it.
Post subject: Re: #3990: MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor, was0x's NES Kirby's Adventure "Glitched" in 00:35.91
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AnS wrote:
Is it possible to have a movie that beats the game in the same amount of frames, but shows normal graphics in the ending? I would prefer to see it.
Yes. For this specific movie, change the last frame to STUDLR. You can also manipulate it with different position for the stone glitch (load the movie and remove the last R at frame 2144 in TAS Editor)
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Spectacular. I like the garbled ending :-) Yes vote. Now, is there any interest in updating the less-glitched run by JXQ? A new all-stages run is always tricky to plan, since no matter what you do, it feels some power will just get abused all the time.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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Haven't watched it, but the YT thumbnail is the best promotion this submission can get!
AnS wrote:
Is it possible to have a movie that beats the game in the same amount of frames, but shows normal graphics in the ending? I would prefer to see it.
I disagree with this. I love to see the games as glitched as they can be, providing something visually new even when there is nothing that can be new technically anymore.
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.
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I liked seeing the ending play out normally before, like this it feels like it’s another “non-ending” because it’s all glitchy and you can’t understand shit
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mklip2001 wrote:
Now, is there any interest in updating the less-glitched run by JXQ? A new all-stages run is always tricky to plan, since no matter what you do, it feels some power will just get abused all the time.
There are a few stages where this clip is usefull. Loosing and inhaling the Ufo powerup could be very tricky in order not to fall down.
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TASVideoAgent wrote:
CoolKirby's Adventure
I love it. I laughed out loud when I saw the garbled credits. I don't think it's wrong to vote Yes, since I haven't seen this yet...? Anyway, thanks for including sections for our comments. I think I'll put some in myself.
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So that's 6 seconds per author, eh?
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Apparently this run is so good it got uploaded to nicovideo three times. For optimal viewing start all of them at once Link to video Link to video Link to video
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Someone download my version from YouTube LOL (1st one)
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So not only is the game not safe, but the credits aren't either. NICE. Easy yes.
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Yes vote for heavy glitch abuse
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Around the 20-second mark you appear to exhale to the right which kills an enemy to your left... how's that work, another glitch?
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Radiant wrote:
Around the 20-second mark you appear to exhale to the right which kills an enemy to your left... how's that work, another glitch?
Nope, just pressing left when shooting the star for 1 frame to remove lag frame caused by that enemy.
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Uses Old-PPU (the only thing is changes on different PPU is the credits glitch which can be remanipulated)
Just curious, but is it possible to have a movie that syncs in both old and new PPU and still be fastest?
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jlun2 wrote:
Uses Old-PPU (the only thing is changes on different PPU is the credits glitch which can be remanipulated)
Just curious, but is it possible to have a movie that syncs in both old and new PPU and still be fastest?
Already Checked, long story short, Crashes.
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jlun2 wrote:
Just curious, but is it possible to have a movie that syncs in both old and new PPU and still be fastest?
Making a movie that syncs on both PPU: yes, the easiest to do Making a movie that syncs on both PPU and console: have very low chance, but it's possible in theory (note the reset usage) Making a movie that syncs on one of the PPU and console: have higher chance (note the reset usage) You can easily convert it to your desired choice by observing the current PPU cycle at the very last input frame of the movie and one of the memory variables that deals with changing scenes.
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Well I did something wrong.
WebNations/Sabih wrote:
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