Beats Kirby's Adventure without using copy abilities, except for the sword in the Meta Knight boss fight and the Star Rod. It's named "No Abilities" since that's the speedrun category name. I think normal Kirby's movement is cool enough to show off.

Comments

The main movement tech throughout the entire run is sliding. Pressing down + a (or b) will make Kirby slide, starting with a speed of 677 subpixels/frame. When Kirby is in the air, speed is not lost if you're holding the direction that you're moving towards. So, by sliding off a ledge, you can preserve all of that speed, then you can jump at the first possible frame to try to keep it. Every frame you're on the ground reduces your speed by 14, so it's best to try to use big jumps to clear much of the level.
Another important aspect about the run is RNG manipulation. Since the game is very laggy, it's best to avoid certain attacks from enemies, such as a Waddle Doo's beam attack or a Sparky attack. RNG is advanced by doing certain actions that produce tiny stars, such as landing from jumps or from bumping into walls, so a combination of these could give you favorable enemy patterns. RNG is manipulated extensively to get good (mini)boss patterns.

Other Tricks

  • Damage boosting is useful for clearing enemies without inhaling
  • When spitting, holding the direction you're moving towards preserves your speed
  • one-frame jumps are useful for turning in the air without skidding
  • sometimes resetting is faster than watching the unlock level cutscenes

Glitches

Most glitches used in the run are just clips.

Pause Clips

Probably the most "major" glitch used here. When pausing on the same frame that an enemy loads in, it is still "active", meaning it will still move around and attack. If Kirby gets damaged by the enemy, you can escape the pause menu. When the game is paused, the map's collision is changed to the top-left room, so escaping the bounds of the level is very easy. Most of the time you have to float while in the paused state since trying to jumping or inhaling will unpause.
Used in 3-1, 4-6, 5-2, 6-2, 6-3, 6-4.

Slope Clips

If you're at the middle of a slope, have around 160-170 speed, and press A on that frame, you clip through the slope.
Used in 3-2, 4-2, 4-4 (!), 6-4, 7-1.

Corner Clips

If you fly into corner in a peculiar way you can clip into walls. Currently, I've only discovered a setup for clipping into two-high walls, since this clip seems particularly precise. Hopefully one day someone finds setups for all sized walls.
Used in 7-1, 7-6.

Ladder Clips

Getting off ladders a certain way makes you clip into the corner. Might be the same thing as corner clips, honestly.
Used in 2-3, 5-2.

Stage by stage comments

Grape Garden

I got lucky finding a pattern where those 2 poppy bros lined up.

Yogurt Yard

The clip in 5-5 doesn't really fit into the categories above. It's just weird geometry, I guess.

Orange Ocean

Meta Knight fight could be faster by around 20 frames if I could take damage, since you can get more hits by sliding into him. (Maybe remove a damage boost from 6-1?)

Rainbow Resort

7-6 is my favorite level in the run, since it shows off a lot of tricks. I'm sure that inhale trick in the Float Islands section is useful somewhere else. Staying still for a bit after the Dedede fight since moving around immediately after defeat will delay fadeout for a second.

Fountain of Dreams

During the Orb fight, you can shoot every 20 frames (+ lag), but you can bypass it by taking damage. Taking damage also makes the game lag sometime by 2 frames, so the net timesave is 9 frames compared to TASEditor's run.

Other comments

0xwas made a no abilites TAS back in 2013, which I looked at a lot for comparison. I ended up using the JP version because of this, but now I'm sure all NTSC versions play almost exactly the same. (Not enough to sync up, though.)

DrD2k9: Claiming for judging.
DrD2k9: Goal choice, while not an eligible Standard Class goal, is still a goal that makes sense. This run was well received by the community and doesn't appear to have any significant sub-optimal play.
The couple times that abilities are used are forced situations where the player doesn't have the opportunity to not use them, so they don't count against the branch goal.
Accepting to Alternative Class with the "No Abilities" branch
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15583
Location: 127.0.0.1
This topic is for the purpose of discussing #9286: keyword's NES Kirby's Adventure "no abilities" in 43:20.92
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Wow, I didn't know pause clip. Very impressive!
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
This is a very interesting category, and despite how this game lags a lot, this TAS looks very optimized and entertaining for me. Also the pause clip is excellent, as well as the other glitches implemented in this run! Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Great TAS with a variety of strategies for each level, and it's nice to see more of the miniboss fights since they go by so quickly in the any%. The abundance of clips is very satisfying to see, as again the UFO glitch run has to balance doing clips with keeping its ability (from what I understand). I was surprised to see the two Poppy Bros. Sr. in 4-2 defeated with a single star spit. Is there a trick to doing that?
Player (117)
Joined: 6/23/2022
Posts: 12
CoolKirby wrote:
I was surprised to see the two Poppy Bros. Sr. in 4-2 defeated with a single star spit. Is there a trick to doing that?
It's sure it's as simple as them touching the star at the same time.
Post subject: 🎶 Runnin' around at the speed of Kirb 🎶
Asumeh
He/Him
Active player (256)
Joined: 7/18/2018
Posts: 84
Probably best Kirby's Adventure TAS since TASeditor's run :^) I'm curious to see how much of the any% run can be improved. I wouldn't know though, I'm not an expert in that game :c Yes vote
Yaaay, I'm an active player now! :D (as of 11/9/2024) Thanks to TASVideos for the support, they're awesome.
I'm Asumeh, semi-expert SMB1 TASer. :) Check out some of the TASes I don't submit/upload to TASVideos on my YouTube channel, if you'd like. In progress: - Extra Mario Bros. (redo) (with HappyLee and w7n) - I'm currently assisting with finding improvements before the boss. On hold; we're currently struggling to confirm that we have the fastest route. Some debugging may also help with finding glitch exits, but neither of us are experts in that field. - Record my older TASes (excluding any obsolete TASes) and upload to YouTube. - Pretty busy at the moment... Check out my other links here. (Mostly WIP hehe)
Joined: 2/14/2007
Posts: 128
Definitely enjoyed this, watching how to generate and maintain momentum. I don't think a similar run of the GBA remake would work well, as momemtum is handled very differently in that game.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15583
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. ---- [6192] NES Kirby's Adventure "no abilities" by keyword in 43:20.92
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Didn't see it on the workbench. Very good run. The new pause glitch probably can shave off some time for any%.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch