Posts for Floogal

Experienced Forum User
Joined: 2/14/2007
Posts: 127
MUGG wrote:
I'd love to see a testrun movie as I still don't know how the glitch actually looks like and how severely it skips the game.^^
Okay, let me try to explain it a bit better.... Everything in Earthbound is in one large map (see here). Whenever you walk through a door/cave-entrance/hole in the floor, the game warps you to where its destination is. Now, when Ness & co. step onto a staircase (like those under Threed or in the pyramid), they automatically move forward a bit & "lock" onto the staircase, so that they can only walk up or down diagonally. If the game interrupts that locking procedure (by telling you someone's HP is getting critical due to poison/cold/etc. -- possibly other things like your Dad calling you could also work), then control gets messed up, and Ness & co. get "ghosted". While ghosted, you can freely walk through anything, and directly walk around the map posted above with impunity. Most areas will appear pitch black due to having a different tileset than what is currently loaded, but you can reset the tileset by using the Town Map (if standing in an area that shows up on it) or the Sound Stone. You can hear the music of whatever area you're in, so that can help you orient yourself. In order to unghost yourself, you must go through a door or warp somehow (death, use an Exit Mouse, teleport). Doors only exist in areas with loaded tilesets. Some rules -- don't go out of bounds. It will likely freeze. Also, you can never go below where you activated the glitch -- I guess the game tries to lock you onto the staircase, and gets confused when you're nowhere near it. This "can't go below" line stays in effect after unghosting yourself, and also when warping via doorways, teleport, etc. So don't enter the Threed hospital after starting the glitch in the Threed underground passageways. You can clear this "don't go below" line by heading back to where you started the glitch & walking onto the staircase normally -- everything goes back to normal completely when you do so. Now, you can start the glitch, and then (provided the area isn't below you) immediately stroll right up to Giygas's lair. Use the Sound Stone to refresh the area (if you need to), walk in & out of the doorway to unghost yourself, and fight Giygas. ...except that the game will freeze on the first prayer cutscene. As you play, the game sets or unsets "flags" that it can check later to see if you've done certain things. The flag that is required for the prayer cutscenes to work is set when you travel back in time in the Phase Distorter. But we can't just glitch-warp to where Poo learns PSI Starstorm omega, as the only doorway to unghost yourself is on the wrong side of the chasm. So we need to use the Phase Distorter in Saturn Valley. This requires (1) dropping down the hole into the Lost Underworld (this sets a flag that gets Apple Kid & Dr. Andronuts to appear in Saturn Valley), and (2) beating Ness's Nightmare in Magicant (this sets a flag that gets Dr. Andronuts to ask for the meteor piece). Thus, the game involves rushing through until we're able to glitch-warp, dropping down the hole to the Lost Underworld (and death-warping back to Threed), glitch-warping to Magicant & beating Ness's Nightmare, and then continuing the game like you normally would after finishing Magicant.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Bump. Some more progress. Okay, so I death-warped back from the Lost Underworld, and then went immediately to Magicant. Not being in a luck-manipulating mood, I powerlevelled Ness & co. for a bit, until Paula learned PSI Shield sigma. Then, for fun, I recruited Flying Man, and defeated Ness's Nightmare with Ness KO'd. After arriving in Saturn Valley, everything was indeed ready to go to Onett for the Meteorite Piece. I powerlevelled Poo so that he could learn PSI Teleport -- this alone is why keeping Ness in the party is probably the fastest way to go. I abused PSI Teleport alpha to get to the meteor with no battles, and went back to Saturn Valley, then went to the Cave of the Past a-okay. I did NOT want to luck manipulate, so I powerlevelled to level 60. PSI Starstorm is awesome -- and, only knowing the omega level, the name "Starstorm" doesn't appear in the menu -- just the omega symbol. Anyways, I beat Giygas, and all the prayer stuff went smoothly. Well, I didn't have sound on, so maybe it doesn't sound right, but everything looks & plays fine (although Gerardo Montague doesn't appear in Saturn Valley, it doesn't mess anything up). Immediately after the cutscene where they wake up, Ness disappeared, and it was just Paula & Flying Man. Uh oh -- no way to teleport back. And Minibarf was in my way (easy fight) -- Flying Man mysteriously disappeared after the fight. Then, the zombies were still blocking the way in Threed.... So I didn't get to check if the game would end properly. It's official that skipping Ness is out, just for the extra time it would take to clear a walking path back to Onett. I kind of doubt that Flying Man is a problem. By the way, walking with Flying Man in the Lost Underworld is funny, since his sprite is still normal size....
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Hmm... I really thought that it was a death-respawn point. Well, there's no reason for it to be from gameplay or story-paradox perspective, since you (should) have the ability to teleport out of there the instant you arrive. Thank you very much for correcting me, because I think I now know what your problem was. Save at the Threed hotel phone first, and you can death-warp from the Lost Underworld back to Threed just fine. If you don't save at the Threed hotel phone first, the death-respawn point is where Jeff joined you by the ruined Sky Runner ...which is below where we activate the glitch, which freezes the game. So things seem rosy now. I don't have time to test this at the moment, but it seems like this is the new route: 1) Start the game, luck-manipulate a random enemy (probably a crow) nearby the meteroite (the police barricades are sufficient) to death-warp back home afterwards. Probably need to manipulate SMAAAASH!es from the crow & Buzz Buzz to miss it. Thus we skip Starman Jr. 2) Do all the normal stuff until getting the Pencil Eraser. 3) Save in the Bus Station. 4) Pick up a Cup of Lifenoodles in Peaceful Rest Valley. 5) Use the clipping-trick to "jump" off the cliff right to Paula's prison. 6) Right after beating Carpainter & saving Paula, deathwarp back to Twoson. Perhaps Ness could catch a cold in Peaceful Rest Valley? 7) Use the Cup of Lifenoodles on Paula, and keep playing normally until Jeff joins the others. 8) Save in the Threed hotel, and head back to the ruined Sky Runner, getting Paula a cold along the way from a zombie. 9) Do the glitch, and head right to where Ness learns the seventh melody. Use the Sound Stone to refresh the area, and drop down into the Lost Underworld. 10) Deathwarp back to Threed. 11) Luck manipulate a butterfly to appear to replenish some of Ness's PP as he heads back to the ruined Sky Runner, getting a cold along the way as well. 12) Do the glitch again, this time healing Ness afterwards, and head to Magicant. Use the entrance to the shop if you want to revive Paula & Jeff with Ness's Mom, or use the entrance to Flying Man's house if Ness is going to solo Magicant. 13) Beat Ness's Nightmare, and Poo will mysteriously join you. You'll arrive in Saturn Valley. 14) After talking to Dr. Andronuts to trigger the change in Onett, leave & reenter Saturn Valley from the main cave entrance to put it on the teleport list. 15) Teleport to Onett, and finish the game like normal. Variations: - Recruit Flying Man. He'll stay with you after Magicant -- I don't know if this will mess anything up. Note that if he dies, he'll still follow your party around afterwards, and his only action at the start of every battle will be to immediately collapse again. - Have Ness be unconscious when beating Ness's Nightmare. This will cause Ness to leave your party when you arrive in Saturn Valley. I don't know if this will mess anything up. While the experience from beating Ness's Nightmare is shared amongst the conscious party members, the Sound Stone boosts & experience will still only go to Ness, even if unconscious. Oh, ElectroSpecter: I don't plan to do this run -- I figured someone with more experience should. Sure, it may seem simple luck-manipulation for the most part, but I'm not sure I have the patience for it. Maybe later on.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Some more things I've found out: - If Ness happens to be KO'd after beating his nightmare in Magicant, then he will be absent from the party when you reappear in Saturn Valley. Most likely this would glitch up the post-Giygas parts of the game. Any other party members can be KO'd safely during that fight. - Getting Saturn Valley to appear on your teleport list involves entering it from the main cave ....which resets the Exit Mouse warp point. Here's a workaround that should work: Before setting the exit mouse warp point to be entrance to Lumine Hall, first glitch warp to Saturn Valley to activate the teleport spot. - I keep forgetting that death warping doesn't revive anyone but Ness. This isn't a big issue, as we can luck-manipulate a butterfly to give Ness enough PP to heal his cold after doing the glitch. Once in Magicant, while we can start at the entrance to Flying Man's house, we can instead start at the very beginning of Magicant & talk to Ness's Mom -- she gives the party a full heal. We can't visit the hospital in Threed, because that particular room is below the Y coordinate where we start the glitch. - Speaking of which, if it turns out to be a problem with late-game stuff, we can always deactivate the "don't go below a certain y-coordinate" thing by going back to the Threed stairs & walking onto them normally. - Oh, and after Jeff joins the group, we need to save in the Threed hotel before doing the glitch. The default death-respawn point after Jeff joins is too low down. Also, in the Sea of Eden, the party must stay as high as possible -- they are JUST able to fit through without going too low. - Luring an enemy close to the meteorite to fight with Buzz Buzz works fine. I weakened Ness in a previous fight, and lured a Coil Snake over to the police barriers, got Picky & Buzz Buzz, and then went back & red-swirled the snake. Losing the battle death-warps you to Ness's house. So for all you low-level gamers, it's possible to fight Frank at level 1. - We still need to check if falling down the hole to the Lost Underworld & beating Magicant is good enough to finish the game. It probably is, but someone should probably actually do it on a console. - As for beating Ness's Nightmare, Electro Specter, and Giygas, I think there are enough options. We've got light-chasing prayers, Flying Man (unless having him for/after the final battle glitches things up), Multi-bottle Rocket drops in the Cave of the Past (and the Rabbits Foot right by Electro Specter), Franklin Badge reflecting, and the Sea Pendant if it will make the final parts easier.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
I remember doing some basic, non-thorough tests earlier, and came up nothing. Someone else should give it a try, though. I don't have access to my emulator right now, so let me just share some thoughts before I go to bed: - There's no point in checking why the game freezes when you try to death warp in the Lost Underworld. Dropping down the hole into the area is a "death-respawn-reset" event -- dying in the Lost Underworld before saving would put you at the entrance to the Lost Underworld if you continued (while playing normally). Other such death respawn resets include entering Deep Darkness for the first time, arriving in the Cave of the Past, and Jeff joining Ness & Paula in Threed. - Since we NEED PSI Teleport to get out of the Lost Underworld, I can only think of one other alternative to the route I posted earlier: fill up Ness's inventory at the start of the game so that Buzz Buzz sends the Sound Stone to Tracy, then either have Paula grab it (probably via death warping) or teleport back to Onett after beating Magicant. This method seems much slower. - I seem to recall whether or not you could teleport changed dynamically as you glitch walked between different segments -- so you shouldn't need to head all the way up to the Stonehenge Base to use the Exit Mouse. Just walk to the nearest sector where you're allowed to use the Exit Mouse, and use it to warp (hopefully properly & solidly) to the entrance of Lumine Hole. - This suggestion could work for a regular run, too: before Ness heads to Peaceful Rest Valley, save at the bus station in Twoson. Then, grab the Cup of Lifenoodles in Peaceful Rest Valley, and death-warp back to Twoson after getting Paula. Revive Paula with the Cup of Lifenoodles, and continue like normal. The lack of PP for Ness won't be a problem -- he gets fully healed after being ambushed by the Zombie Lady. - Another theoretic improvement: is it possible to lure an enemy all the way to the meteor area at the start of the game? Then, after getting Buzz Buzz & Picky, you could engage it in battle, let Ness die, and deathwarp back to Ness's House? It would save a miniboss battle & some backtracking, at the cost of possibly another battle to lower Ness's HP (probably not necessary if Buzz Buzz is manipulated to miss the enemy & the enemy SMAAAASH!es Ness) & fighting Frank at a lower level.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Okay, here's a theory to get out of the Lost Underworld: 1) Have Jeff join you like normal. 2) Glitch warp to the entrance of the Lumine Hole dungeon, and go through it to set the Exit Mouse warp point. 3) Death warp back to Threed. 4) Glitch warp to Magicant, and beat Ness's Nightmare. Now you've lost the Sound Stone (for refreshing the screen), but gained the ability to teleport (and Poo). 5) Walk around Saturn Valley to activate the ability to teleport back there, and teleport to Threed. 6) Glitch warp to the middle of the underground Stonehenge Base (accessible without screen refresh due to similar tile & palettes), and use the Exit Mouse to warp to the beginning of the Lumine Hole. 7) Beat Electro Spectre, collect the seventh melody, and drop down the hole to the Lost Underworld. 8) Warp to Saturn Valley, and finish the game like normal. For beating Ness's Nightmare, I would just manipulate it to use Shield beta while Paula blasts it with about 10 Light-chasing prayers. Electro Spectre should also be easy. Giygas (phase 1) & Pokey can be manipulated to miss, and Giygas phase 2+3 can be manipulated to skip his turns. In fact, it's a small detour to get the Sea Pendant in the Lost Underworld, and you'll already have the Franklin Badge....
Experienced Forum User
Joined: 2/14/2007
Posts: 127
A little note about the glitch -- you can never go below where you started to head down the stairs. Fortunately, the Threed & pyramid tunnels are quite low down on the map. Also, have Ness use the Soundstone to redraw the tiles of the area you're in. Using the Town Map also does the trick, but only works in town areas. Okay, I started a new file & did some mucking around. As far as I can tell, the game plays normally until Jeff joins you. Then, get a cold from a zombie, head back down into the tunnel you just escaped from, and start the glitch. Now, going right up to Giygas won't work -- the first prayer cutscene will fail. You also can't go right to the cave where you go back in time, because the warp-point you need to "unghost" yourself will trap you on the wrong side of the chasm. So that means we need to figure out how to get Dr. Anrdonuts into Saturn Valley. I've discovered that simply beating Magicant isn't enough. I went from the Threed tunnels to Magicant (the Sea of Eden doesn't have any doors), and levelled up a bit before heading up to Ness's Nightmare. Everyone had Earth Pendants, and Paula's PSI Shield sigma & prayers were enough to hold off the boss until it ran out of PP. But, after arriving in Saturn Valley, only the Phase Distorter & a Mr. Saturn was there. No Apple Kid, gold miner, or Dr. Andronuts. I'm guessing that we need to beat Starman DX to get them to appear. So, here's my guess at the new route: 1) Play the game like normal. 2) After Jeff joins up with the others, get a cold on someone, and glitch-warp to Starman DX's room. 3) Beat Starman DX (keeping someone with a cold alive). 4) Backtrack through the base, and use the person's cold & one of the stairs within the base to glitch-warp to Magicant. 5) Beat Ness's Nightmare, and finish the game like normal. Interesting notes: - After Magicant, Ness woke up in Lillyput Steps. - Poo mysteriously joined you (level 15), and Flying Man was still with me.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Okay, I've discovered an insane walk-through-walls glitch, and I've reproduced it. Let's hope that ZSNES v1.42 is accurate compared to other emulators. It involves two things: 1) If someone is taking damage out of battle (poisons, nausia, sunstroke, cold, or wading through Deep Darkness), and the character's HP drops to "critical" (about 25% of max HP), a message will appear. 2) When your party walks straight onto a downward staircase, the lead character will "catch" before starting the diagonal walking. Combine the two: Time it so that a poisoned/etc. character prompts the critical message to display just as the lead character "catches" on the diagonal-downward path of the staircase. The result? After clearing the critical-HP message, your party will now be able to walk anywhere, all the while always facing the same direction. You can restore physical contact with the world by entering a door/cave/some other path/warp. I discovered this on accident while exploring the pyriamids. Looking at a map (http://starmen.net/mother2/maps/fullmap_small.png), I went completely north until I reached Giygas's lair, entered & exited the place (my party turned into robots in the process), and fought him. Unfortunately, during the first prayer cutscene, the normal Saturn Valley music played, and the game stalled after the miner went to greet Dr. Andronuts. I guess a flag hadn't been set yet. So, if this trick were used, we'd probably have to jump right to Ness's Nightmare or where Poo learns Starstorm omega. Still, a huge chunk of the game would be cut out. I'm guessing that the earliest we could do this would be at the stairs in the underground passage in Threed. So we could maybe skip Poo. Please tell me this wouldn't obsolete the current run.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Wait, why didn't you take the shortcut in the first dungeon of Chapter 4? The existing TAS didn't either. In the third room, you can avoid going north altogether & just take the west exit by jumping across the uneven stones to the door-opening switch.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Hmm, NesVideoAgent apparently likes Ice Bombs & blank text boxes. Cold... no text appearing... Freeze.... Hey! It likes glitches! Wow, it does belong on this site! (Okay, I tried a little too hard on that one.) Anyways, I quite enjoyed this movie. You seemed to be a little obsessed with Top Mario (especially in the curtain game)
Experienced Forum User
Joined: 2/14/2007
Posts: 127
The Arena would probably be timed through real-time (i.e. frame count), which means that there is no strategy -- just use Wheelie Rider. It's only if you're trying to minimize the in-game timer displayed at the end that it gets complicated.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Nice run so far! This is definitely going to be "speedy", at least until you reach EVE. I'm impressed by how little you need to reset the random-generator with the pause menu. You must be really looking ahead. I also like the variety with which you mess around with the cursor in-battle. I had the Earthbound Zero ROM, and needed to download the EarthBound (prototype) ROM to view the movie. Is there a reason you chose one over the other?
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Just popping in here with an AI-abuse trick for final Lavos: - In the Mammom Machine time zone, Lavos Core will wait until the left bit is revived before using Invading Light. If you keep destroying the Left Bit immediately after it's revived, Lavos Core will keep waiting and never actually do anything.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
I can't wait to see this run. For the record, it takes 250 uses of Jump to max out its power (+125 damage when Jump is not timed, Mario doesn't have any positive or negative status boosts/ailments, and the enemy isn't weak to jump attacks).
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Actually, both of his dodgeable attacks can be dodged easily, provided you're not standing right in front of him. Run to the side to dodge his flame pillars, and round around in circles to dodge the multi-arrows. I've been thinking that maybe Water should be skippped in favour of Wind. Earth's confusion should be a good alternative to MP Drain, and Wind will defintely speed up the fight for the Earth Orb. My first playthough of this game used Water & Wind (until they were maxed out, of course). I think Large Cutter would be an excellent attack for a speedrun -- it's executed extrememly fast (and it's not laggy), and it has decent power. Cutter 3 has unlimited range (you can even have your back to the only enemy), and fighting from afar could mean that you don't need to waste turns using Magic Barrier. Just some food for thought. Perhaps Fire 3 would be a good, fast attack as well.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
When rescuing Pippi, maybe you should get the Franklin Badge. When powerlevelling on Mt. Ioti, LastStarmen (the best source of exp) can defeat themselves with PK Beam gamma. Speeds up battles with large groups of them. Your strategy calls for 6 breads (including the one you get from your basement). Bread costs $30 apiece, but you only get $100 from the mayor (not $200). So you're 2 breads short. Consider detouring for the breads in the Zoo Office & Duncan's Factory. I don't see any problems with inventory space -- you can carry 8 things each (excluding equipped stuff). Giegue with level 25 solo Ninten is possible, but I believe it takes 3 LifeUpCreams. There's one right by the Rosemary Manor piano, and you can easily get some elsewhere (if nowhere else, grab some from the Doctor at the base of Mt. Ioti). When battling, your first sing can be on the 8th turn (but you might have to act after him), 11 sings take him down. Ninten starts level 1 with strength of 5, can be 77 by level 25, which translates to 173 max HP. Average of 34 damage per hit from Giegue -- can survive 5 hits (I've seen as low as 31 damage from his attack). Here's how the battle could go. Hopefully you can manipulate first-turns with a level 25 Ninten. 1) manipulate first move, PSI Shield alpha. 34 damage, Loid drops. 2-6) guard 7) manipulate last move, LifeUpCream 8) manipulate first move, sing 9-11) sing 12&13) sing & LifeUpCream, in order that guarantees most healing done 14-16) sing 17&18) sing & LifeUpCream, in order that guarantees moast healing done 19&20) sing
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Saturn wrote:
As far as I know the de-equip trick only increases magic defense, not attacks. I did a quick test to be sure, de-equipping Crono's armor and helmet in a NewGame+, and Luminaire still did ~6050 HP damage, just like usual.
I did a quick test with a sub-level-50 Magus the other day. Dark Matter did about 1800 damage with stuff equipped, and 2100 with no helm or armour. Perhaps the higher your level, the less of an effect it has? My theory for this "glitch" is that it was deliberately implemented in the English version to help in the Blackbird -- specfically, if Ayla were fighting with nothing on. I noticed that her Tail Spin moves seemed to do a lot of damage to the enemies there. Were there any magic attacks there? Dalton Plus, I guess, if you didn't get any of Ayla's stuff before fighting him.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Cpadolf wrote:
According to people who know stuff about this game (a.i not me, only finished it once. Shame) you don't get to keep greendream in a newgame+ run.
Nuts, I forgot about that. I can understand the Masamune, but why do all the other special equips have to be lost on a New Game+? Anyways, as Moozooh said, the deequip glitch could be helpful, at least for the one or two times offensive magic is used.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Saturn wrote:
Again, there are no strategical improvements known for the NewGame+ run yet. However if you "invented" some new ones out of nothing, feel free to let inichi and everybody else know so that people can start working on the new run.
Actually, wouldn't this Elixer-on-Lavos trick work? - Forget Marle -- saves on cutscene text with Lavos. - Crono tackles Shell alone like normal. End with low HP. - Let inner Lavos Doors of Doom wipe out Crono, do the GreenDream glitch, and use Elixers to instantly win the next 2 battles.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Wait, I thought that the keyhole "trick" was simply that only the keyhole part of the doors was solid, and that the fairy was small enough to go through the gaps above and below it? It's been a long time since I played this game....
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Just some things that might interest you all: - If Kirby's slide ends on a steep downward slope, he'll start rolling which can be immediately cancelled by jumping. Just another way to sneak some extra slides in there. - At one point in the run, you need to call your helper kirbys to inhale a large grey block -- or do you? In Mustard Mountain, there are 2 large grey blocks that can be knocked into the flow of a lava wall by repeatedly hitting the ground with Stone/Hammer -- does this work on the third grey block that impedes access to a treasure chest? - Apparently, if one of the helpers is somewhere else and has the Magic ability, and your Kirby has no ability, it might randomly give YOUR kirby the mix. Perhaps you could luck-abuse this to seemingly get whatever power you need out of the blue?
Experienced Forum User
Joined: 2/14/2007
Posts: 127
Awesome. Other possible things could include one player sidetracking to some task (such as the green-thing Chuchu needs to touch to make it happy) while the other heads to ther door -- Gooey can pull Kirby through doors, right? A 2-player run will be a lot more interesting. Unlike every other Kirby game, getting/dropping a power, as well as creating/destroying Gooey, doesn't pause the game at all. So, while Kirby is running forward at full-tilt, Gooey (who will be constantly falling behind and warping back to Kirby) can do all kinds of antics, which includes showcasing otherwise unhelpful powers (his fireball looks really cool!). If Gooey is the one to hold the animal helpers, then it exponentially expands the number of the 56 powers that can be demonstrated. But.... I've noticed that bosses tend to take less damage from attacks if Gooey is present. So you might have to ditch him then. Unrelated note -- you can damage Dark Matter by hitting directly with the Lovelove Stick instead of the heart projectiles -- does this do more damage? Direct attacking can also destroy weak projectiles from both forms (flying buds and blood streaks, respectively). And be sure to have Gooey at least make cameo appearances inbetween and after each battle phase -- his dark-matter form is cute.
Experienced Forum User
Joined: 2/14/2007
Posts: 127
All damage values are for each hit; most attacks can hit multiple times. For multiple enemy weaknesses and resistences, combine them together. A resistence can't lower an attack's damage below 1. Contact - 1 (no candy, bosses are immune), 7 (candy) Air Pellet - 2 (bosses are immune) Slide - 2 (bosses are immune, except for Fighter, Sword, and Master -- see those entries) Dive - 2 (bosses are immune) Water Spout - 2 Beam - 3 Bomb - 5 (bomb), 1 (explosion) Burning - 2 Crash - 29 Cupid - single arrow - 3 - multi-arrow - 3-5 per arrow (depends on charge time) Cutter - 4 Fighter - standing combo - 1 (punches), 2 (kick), 1 (down-punch) - fireball - 2 (small), 4 (large), 6 (when Kirby has 1 vitality) - tornado kick - 2 - dashing kick - 3 - uppercut - 1 (startup), 2 (flame punch) - air-down-kick - 4 - slide - 3 Fire - 5 Hammer - ground/midair swing - 5 - dash - 2 - fire uppercut - 2 (charge), 25 (swing) Ice - breath - 4 - block - 9-12 (depends on what's frozen) Laser - 2 Magic - 22 (Meta Knight) Master - ground combo - 8 (single), 1 (multi) - charge blast - 8 (energy), 3 (sword) - midair spin - 4 - dashing twirl - 3 - up stab - 8 - down pound - 4 - slide - 2 - final cutter - 2 (up), 6 (down), 2 (energy wave) Missile *** strength depends on game version *** - Japanese version - 6 (direct hit), 2 (explosion, indirect hit) - English version - 4 (direct hit), 1 (explosion, indirect hit) Normal - single star - 10 - multi-star - 25 Parasol - contact - 4 - swing - 4 - drill - 4 or 1 (latter is more common) Smash - punch - 1 - midair spin - 2 - hammer - 10 (ground), 9 (midair) - stone - 10 - final cutter - 2 (up), 6 (down), 2 (energy wave) Spark - 3 Stone - transform/drop - 10 - roll/clouds - 4 Sword - ground swing - 6 - rapid combo - 1 - midair spin - 2 - final cutter - 2 (up), 6 (down), 2 (energy wave) - slide - 4 Throw - 12 Tornado - 2 UFO - beam - 4 - small laser - 4 - medium laser - 10 - large laser - 18 Wheel - 2 Elements: 1) Heat -- Burning, Fire, Hammer (uppercut), Master (excluding final cutter wave), Laser, UFO (lasers), Bomb 2) Sharp -- Cutter, Cupid, Sword (excluding final cutter wave), Smash (final cutter, excluding wave) 3) Zap -- Beam, Spark, UFO (beam) 4) Plain -- Normal, Fighter, Throw, Tornado, Parasol, Missile, Ice (block), Wheel, Stone, Smash (stone, hammer, fighting, final cutter wave), Hammer (except fire uppercut), Sword (final cutter wave), Master (final cutter wave) 5) Cool -- Ice (breath) 6) Strong -- UFO (largest laser), Burning, Hammer (uppercut), Master (excluding final cutter wave) 7) Stab -- Sword (slide), Master (slide) Miniboss corpse - 12 HP (immune until hitting the ground) Mr. Flosty - 30 HP - weakness: Zap (+1), Heat (+3) - resistence: Cool (-3) Bonkers - 40 HP - resistence: Zap (-1), Heat (-1), Cool (-1), Sharp (-1) Phan Phan - 30 HP - resistence: Zap (-1), Heat (-1), Cool (-1), Sharp (-2) Bombar - 40 HP Box Boxer - 40 HP - resistence: Plain (-1) Batafire - 30 HP - weakness: Cool (+4) - resistence: Zap (-1), Heat (-3), Sharp (-1) Boxy - 40 HP - resistence: Heat (-2) Master Hand - 40 HP - weakness: Plain (+1), Strong (+1), Heat (+1), Cool (+1), Stab (+1) Waddle Dee (arena) - 30 HP King Golem - 60 HP - resistence: Zap (-2), Heat (-1), Sharp (-2) Moley - 80 HP - weakness: Heat (+1) - resistence: Zap (-2), Cool (-1) Kracko - 60 HP - resistence: Zap (-2), Sharp (-2) Mega Titan - 40 HP - note: touching electric wall does 10 damage - weakness: Zap (+2) - immune: everything else Titan Head - 20 HP Gobbler - 60 HP - weakness: Zap (+2), Sharp (+2) Mini-gobblers - 7 HP underwater, 1 HP above water ** Master's Heat element attacks are treated as Sharp element during this fight Wiz - 80 HP - resistence: Zap (-1), Heat (-1), Cool (-1), Sharp (-1) ? ? ? - 60 HP Master Hand - 60 HP - weakness: Cool (+3), Plain (+2), Strong (+2), Stab (+2) - resistence: Heat (-1) ** Master's multi-hit ground attack does 3 damage per hit -- resistence applied before weakness Crazy Hand - 40 HP - weakness: Heat (+3), Plain (+2), Strong (+2), Stab (+2) - resistence: Cool (-1) Dark Meta Knight - 48 HP Dark Mind (wizard) - 32 HP (1st fight), 40 HP (2nd & 3rd fight), 56 HP (4th fight & arena) cape closed: - resistence: Crash (-28), everything else (-8) cape open: - resistence: Crash (-10) Disco Ball - 10 HP Dark Mind (final) - 96 HP (all parts share HP) eye: - resistence: everything except Crash (-5) - immune: Crash attacking mirrors: (break after mirrors take at least 10 combined damage) - resistence: Crash (-7) diagonal/retreating mirrors: - resistence: Crash (-7), everything else (-3) Dark Mind (shooter) - 250 HP - each hit does 10 damage
Experienced Forum User
Joined: 2/14/2007
Posts: 127
I really enjoyed this movie. The constant usage of the team attacks didn't bother me, as they're insanely powerful, stylish, mobile, and I don't have a chance to make use of them when playing 1-player. 1) I'm assuming that, unlike SOR3, neck-throwing your partner does little damage to enemies? (let your partner grab your back, kick forward, press attack as your feet touch down). I'm glad that you at least fit a few of these in for fun. 2) Does Blaze's flying attack do less damage than Axel's, or was it just convenient for her to do most of the partner-throwing (due to faster walking, I'll bet)?
Experienced Forum User
Joined: 2/14/2007
Posts: 127
You'll want to look at my latest console speedrun strategy here. The main differences would be using Close Call for a faster Bowser (and maybe Lava Piranha) battle. Also, you'd probably want to forget about Bombette and just use Bow's Spook attack to instantly win all the forced non-boss battles. I've done the math, and the lower levels don't seem (at first glance) to mess up the later boss strategies. Oh yeah, win a POW Block or two from the forced Koopa Troopa fights in the basement of the Koopa Bros. Fortress.