I really don't have any issues with entertainment in regards to the rest of then run. Heck, I thought 8-2 was MORE exciting compared to Bisqwit's run, since those Bullet Bills were close.
Since my one issue was resolved, I'm voting yes.
Looks good, but there is one spot I noticed that I have a question on. In 8-3, right before you hit the koopa troopa just before the hammer bros, you slow down there, and also just before the end. If you avoided both of those stops, could you have made it with the timer at 7, instead of 5?
I think it'll be a matter of length. We do have several storybook games on the site that because they're short, work. Granted KQV has a lot of boring walking, so it's a bit different to compare that to, say, Uninvited.
I sadly figured that one out on a speed run attempt today. I normally grab the one between Mirror World Kirby and Batafire in Area 4 for stone, but then suddenly I was going after Batafire using Stone techniques...but I had fighter! Totally screwed me over.
...bastard.
I know there's a peg early on in Area 8, while going for the heart in Room 4 I believe it is (I'm not looking at a map right now). I remember there being one in Area 7 too, but I can't remember the room. Though when I do my speed run, before going around the area it's in, I go back for smash since I need multiple items (sword and hammer).
Those are the only ones I can think of right now.
I know exactly which room you're talking about. There's a peg in the room after the switch. You climb up the floor and near the end, turn to the left and hit a peg. But since you need to get it in room 3 anyways to get to room 4, you might as well continue to carry it from that point until you bust the peg. I don't know offhand if you can mix anything for something better for Flan Flan, but stone works pretty good against him.
I'm enjoying this, mainly cause it'll let me evaluate how good the route is for a speed run, and come up with new ideas. Granted I can't count on mixes or some of the crazy stuff MUGG can pull off though. ^^;;
BTW, looking at your video, it looks like you picked up rerecording like just before the hub area after King Golem, as I see a break in holding right at the start of the area.
Problems:
1: You missed a small chest in the room prior to the large block room.
2: You missed a chest in the room after you mixed for minis. Eat the large stone to get that, or mix for something that can break open a peg (hammer or stone).
3: Eat up (and spew) the other kirbys abilities to save time.
4: Make sure you visit the room in the upper left door when you go to the large block room.
5: No need to collect the right 1-UP in the room behind the large block.
That looks fantastic MUGG. Only things to note is really in regards to where you ended.
First, in the room where you mixed for wheel, skip that and just return to the room (or save the mix for later). As for getting the other Kirbys to inhale, stand at about the left ladder, face right, and start inhaling (if you're too close to the stone, it won't move). That's where I usually am to make it work. Getting rid of the rest of their abilities is a smart move, though.
I would say grab the 2nd stone monster, not the first (much like MUGG's current KATAM TAS). It would give you a little extra wheel time. Also, try floating over towards King Golem more before using stone. Then you get more hit time while dropping.
Watching the new video you posted.
The room where you used to get missile and instead climb up just feels...really bad. I don't know how much slower it is compared to just floating up, but it feels really awful.
Edit: (I float most of the way up the right side, jumping on the right platforms and I get to the door at about the same time you have, but I'm doing it in real time.)
And even though you lose a little time eating stone and not wheeling to the end of the room, the boss fight will make up for it. With stone, I can about kill him before I hit the floor...in real time.
Stone > Fighter against King Golem. You can rip through him very VERY quickly with Stone, which can be picked up in the switch room.
And wheel does crap damage to every boss, so don't be surprised.
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Got done watching part 1, and for the most part it's a good start. One big complaint is the Mr. Frosty battle. You move too far forward to suck up the Waddle Dees. You can get both of them without having to move over the block.
And although minor, I wonder if the last transformation (at the end of the video) to Missile is really necessary. I think it would be better just to run to the door.
Good start. However, I'd go after the switch after Mr. Frosty, instead of the route you were at the end of the video. The reason being is that once you get beyond that wall, you can keep going to an area that's a dead end, then restart back at the switch (as I post in my notes).
BTW, to anybody that reads them and is confused on the numbering, download the maps at GameFAQs. Then it'll make sense.
There is, admitably, a HUGE amount of flexability for a TAS regard. I mainly go through each area until it's complete, then go on to the next. How you approach things can be completely different, since there's a lot of areas that you have to L-warp out of.
Well, my route is just a suggestion, from a speedrunning POV. I'd normally have fireball there anyways, which is why I take the route I do. Plus wheel would be pathetic for that section anyways. Missile would be awesome.
Actually, I think it gives EVERYBODY mix (I'd have to check my speedrun video, since I did have that situation arise). But whether or not you'll get this is really random. Frankly, I think it's a waste of time. Everybody getting invincibility is better.
Problem is, Smash doesn't open up everything. For instance, there's a room in Area 9 that you need to bounce laser off the angled walls to get that small chest. That's just one example I can think off off of the top of my head. I'm fairly certain that you wouldn't be able to pull it off with Up+B (Sword) but who knows.
At the same time, Smash only would be slow. Most often the special ability you need is right in the room (or in a room directly around) the room you need that ability in. I find using Smash for the entire game a waste. Because of that, I was able to beat the speed run by about a minute.
It's a bit sketchy, but here's a good route that I used in practice sessions for 1P 100% runs Download word document here.
I actually use mine more for internet radio than anything else. Though now that SDA's MP4 videos are now PSP compatible, it's fun to show off my speed runs on my PSP. ^^
There's one thing I'm curious of, in regards to PC runs.
...if people can't recording using FRAPS (or the equiv) on a high setting, why don't they use their video card's clone feature, since most modern video cards (of decent quality) have S-Video out now. Then they can record on a DVD Recorder. Plus, unlike the console folk, they already have a bypass already setup so there's no worries of lag!
...just wondering.
The one level I'd really love to see done is Fire Field. That level was EVIL. Anybody who could pull off an excellent TAS of that would make my day. :)