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Post subject: Kuru Kuru Kururin
Player (36)
Joined: 9/11/2004
Posts: 2630
I thought this one would be a good one. Plus it seems easy for a first timer to pick up and run with. First Three Levels I used the (J) version.
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Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Hmm, well I don't think those can be done faster (EDIT: no, actually I was wrong, they definitely can), but why are you doing the training levels? You can just say you don't need to train to skip them (and all the tutorial dialog) and start on the first real level.
Player (36)
Joined: 9/11/2004
Posts: 2630
Because I'm not actually planning on doing it. I just wanted to get the ball rolling.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
This game is so awesome. It's very silly (you control a spinning stick and must not touch anything while trying to reach the end), fun and challenging. Everyone should play this game. Oh, and a timeattack would be nice, sure.
Player (138)
Joined: 8/27/2004
Posts: 165
I prefer its sequel, Kururin Paradise, but I do agree that both games are worth speedrunning. I have a collection of my videos at www.mzrg.com/KPlong.zip (all Visual Boy Advance movies, although you may have to use an older version) from when I was really into it. If anyone ever wants to run it, they should use these as an idea of what KP is like. If you want the rom you can go to www.google.com Bisqwit: Replaced an URL with another URL in concordance with the forum rules.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Here's a question: Should a time attack of this game minimize real time, or in-game time? The two will be quite different because of the time the game artificially adds when you hit something.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I never played it, but i think it makes more sense to play in-game time units.
Joined: 1/9/2005
Posts: 219
Location: The Netherlands
Getting hit will allow you to move narrow corridors or speed up your rotating a bit, si i vote for emulator time.
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Former player
Joined: 6/3/2004
Posts: 71
Don't you get a medal or somesuch for completing a level without getting hit? It's been years since I've played the game (it was my very first GBA game, along with Castlevania), but I recall some kind of status symbol for beating a level perfectly. There's also 'bonuses' around levels, such as paint for your 'helicopter'. If that's so, then I'd like to see a 100% run myself... getting all pickups, and never taking damage. I just think it'd be more entertaining to see it played perfectly, than just brute-forcing your way through passages.
caitsith2
He/Him
Player (47)
Joined: 3/26/2004
Posts: 194
That and taking any hits outside of normal safe zones (beginning, midway points) also adds time to your timer. Also, another big thing to note, is that even though the displayed timer doesn't start till you leave the beginning safe zone, All the in level things continue to work as normal. For some levels, to get a perfect score with a great record, you may have to wait for a few rotations before leaving the safe zone, so that your timing when you get to those certain areas to get through them, is correct. Also, holding A or B allows you to go slightly faster, but to go at the fastest speed, hold both A and B. Also, another point I would like to make, is there is an european version of the first game, in english.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I think a run that takes damage would be more entertaining and skillful than one that waits around to get through, actually. You can only survive 2 hits, so using brute force to go faster is actually quite difficult and not really possible when playing normally (due to the unpredictable reaction to collisions).
Player (36)
Joined: 9/11/2004
Posts: 2630
I can think of a *few* places where getting hit *may* save the 3 seconds the game tacks on. But I'm in the lowest in game time camp. And I didn't know that about the a+b. Makes sense though.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Yeah, getting hit will barely ever save in-game time, but I'd rather see something actually go faster than get the game to say it's faster while really being slower. Anyway, here's a quick try at the first 5 levels, they could be more perfect but it's just for the sake of comparison: http://nvdata.pilif.ch/kuru-nit.zip (the E and J ROMs have identical timing so they should both work to play it).
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Getting hit looks ugly, makes you not get a star for the level, and doesn't save any in-game time (most probably). So I say it should NOT get hit anywhere. Unless there's some HUGE MAJOR shortcut. I don't think it's good to sacrifice coolness for a very small amount of time.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Well, watch both versions and see which one you liked watching better. I'm estimating that overall, not getting hit will make the levels take 25% longer than getting hit, or more if there are any major shortcuts in later levels (which is possible).
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Okay, I watched them both, and I think they are both awesome. How about just having 2 different movies?
Player (138)
Joined: 8/27/2004
Posts: 165
Myself, I think that you should try for real time in a total speedrun - don't get hit unless you're sure it saves time, pick up everything (100%) - but you can also, if you want, make a run with the best possible game times for each level. Same with Kururin Paradise (by the way, do the old video types still work on VBA?).
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
nitsuja wrote:
Anyway, here's a quick try at the first 5 levels, they could be more perfect but it's just for the sake of comparison: http://nvdata.pilif.ch/kuru-nit.zip (the E and J ROMs have identical timing so they should both work to play it).
Just curious, could you post the times? I've been playing this game recently & wanted to know if my times are fast or can they be improved.
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Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Not sure how compareable these will be, but... When aiming for in-game time: 6"88, 12"13, 13"81, 5"73, 11"41 When aiming for real time: 6"03 +3, 10"95 +6, 11"91 +12, 5"20 +6, 9"23 +12 (I'm not working on this for now, though)
Player (138)
Joined: 8/27/2004
Posts: 165
Check this out. (Or not.) http://kurukuru.free.fr/ I have some other videos also.
Fnx
Joined: 5/31/2005
Posts: 8
Hey guys. When I first heard that there's VBA with re-recording, speedrunning Kuru Kuru Kururin was the first thing in my mind. I'm not really a speedrunner but I made a little test run...It seems I got too much spare time. http://koti.mbnet.fi/funxion/stuff/KuruKuruKururinTestRun.rar I completed the whole game, except the lost land. (I just found out that there is one :P). I used [E] version My goals were: - Fastest time by in-game clock - Save every bird I also skip the training levels.
Joined: 8/9/2004
Posts: 5
Fnx, great movie! I'm sure it can be improved further, but it is a good start. My only comment would be that you go through the whole movie without taking a "hit" - except once. Perhaps you should decide whether its going to be a "Takes no damage" movie, or a "Takes damage to save time" movie. I'd go for the latter as almost every level has a part where you are waiting for your spin to get through without taking a hit. Keep it up tho!
Fnx
Joined: 5/31/2005
Posts: 8
Thanks for the comment! My goal was to achive fastest time using in-game clock, and that one hit did save time so I dont mind :P The video can be improved by a lot, I know it. I just started making the run with no practice or planning xD I'm not sure if I'm gonna try to improve it, but hopefully someone else will ;D
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm working on this i'll do 100% completion, that is: training levels normal levels chalenge mode I'll get 100% items and get star on all levels. Also, i'm aiming for in-game time, not real time. I'm using the wall sometimes to help changing the angle, but its not a hit as i still get a star at the end of the level and i do not lose the 3 seconds from when a hit happens.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
FODA wrote:
I'm using the wall sometimes to help changing the angle, but its not a hit as i still get a star at the end of the level and i do not lose the 3 seconds from when a hit happens.
You mean while inside or just barely in a safe zone, or do you mean you found a bug that lets you bounce off walls without getting hit in other situations? And if you aren't taking any hits, then isn't aiming for in-game time the same thing as aiming for real-time, with the 100% completion restriction?
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