It was released in the EU, but named "Kirby's Fun Pak" instead (for some strange reason). I have it here.
Somewhat off-topic: I'd love to see a 100% (101%?) run of the entire game. GCO 100% requires some planning.
100 minutes it is too much.
also, zurreco, you have demonstrated big qualities in the movie.
I recommend you:
Kirby's Dream Land 3.
Kirby's Avalanche.
Kirby non KiraKira Kids.
Kirby Bowl.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Attempt #1 at a decent arena:
http://www.geocities.com/aazurreco/KirbyHammerArena.ZIP
I wasn't very happy with sticking to the hammer. Also, I didn't like not having a helper at certain points (Dynablade anyone?).
Well, have fun with it. If you care, I don't get hit either.
How long does it takes you yo beat the Arena? My record is in less than 4 min & 30 secs w/o using saves states nor such, but using 2 players... Here's a snap:
Also, a video for each gourmet race would be great, my times are almost maxed out, here are some snaps of them:
Is anybody willing to make a 2 player time attack of this? I'm not really sure how 2P runs are made, but it'd sure be fun to watch the result in a game with so much variety, plus I'm guessing it'd be significantly faster than the 1P run.
Also, I know that runs starting from a save state aren't allowed, but what about runs that start from reset with the levels already unlocked (in the SRAM) and nothing else? In this particular game there'd be no way to cheat with that, since the only part of the saved game that could possibly be used is the level completion record. That way there could be a run of the arena alone, separate runs for the games (I'd kind of like to see a "great cave offensive run" with all treasures collected), etc.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
2P can only be done in when:
a) one person controls both characters.
b) two people control both characters, but use the same input (same thing as a, except a bit easier/harder)
c) snes9x netplay SOMEHOW connects and runs correctly, and then, somehow, the two inputs will be recorded correctly.
So yes, unless one of those criterion is met, there will be no 2P run.
Also, IMO the arena makes for a nice little movie, but I don't think it is worth publishing in the long run. It's not worth the trouble to encode something that small and whatnot. See the Kirby Arena Challenge thread if you're interested, although im fairly sure that my attempt at the arena is no longer hosted.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Is anyone still interested in a 100% Great Cave Offensive movie? I'm debating if this would be worthy of submission/publishing right now, since I'm in between projects. Just looking for some input right now.
And I think I might be trying this as a 1 person 2 characters movie...
So that's the real question, isn't it? Is it more impressive to use 2 players at once or to guide a CPU player to help you?
Using 2 players could be faster, but playing 1 player would be more sympathetic to the lonely gamer.
put yourself in my rocketpack if that poochie is one outrageous dude
Guess what, I'm crazy enough to try this, so... here's my WIP run through spring breeze, the current 1P one is more optimized than I thought but this is still about 12 seconds faster so far.
http://www.filespace.org/nitsuja/kirbySS-2p-springbreeze.zip
(WIP 1.43, or my snes9x improvement with only 1st and 5th checkboxes checked)
Boy does this level of control take some patience, and I don't even move them independently that often... anyway, let me know what you think.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Not bad, not bad. My only qualm is that your Dedede fight isn't optimised. A 'perfect' (according to the game's engine) run through him makes a totally different sound when you beat him. See my movie as an example.
Well I manipulated Dedede to knock away Kirby's ability since spitting it at him does huge damage, and I'm able to continue attacking with the other player while losing the star.
I've started working on the 2P run of this again. So far I'm partway through Dyna Blade. Zurreco, I'm mostly using your movie for reference, so let me know if you've realized any major mistakes in it that would be good to avoid.
I made sure to beat all the gourmet race times that samurai_goroh posted by a decent margin, and overall the movie is 78 seconds faster so far. I'm using some pretty unusual tactics (who would've thought that Parasol is a great ability for zooming through levels?), well until I could get wheelie at least (TAC stars (edit: maybe I'm remembering their name wrong?) are awesome, although they seem to be only about 1/3 as strong as the burning hammer move).
Cool, I'm anxious to see those times & the video in general, keep up the effort!
BTW, I think this is worth to mention, when you play The Revenge of Metaknight, you can get the mix ability at the very beginning, so you can get any ability you need from the start...
Well, the times I got are: 20:69 on 1, 31:07 on 2, and 40:70 on 3.
Thanks, I didn't know that. Time to start that part over... I'll probably go for a wheelie to make into player 2. The wheelie rider is both the fastest and the strongest ability so it feels a little cheap to use it so often, though.
The mix tip helped a lot. Now I'm done with Metaknight, 4.7 minutes faster than the 1P run so far, still with the Great Gave Offensive and Milky Way Wishes left to go.
I'm almost exclusively using wheelie rider whenever it's available because it's amazingly fast and strong compared to anything else. Whatever planet gives the wheel ability is my first stop (unless any other abilities are really fast to get or required, that may be the only ability I get in MWW). I don't know when/if wheel is available in the Great Cave Offensive, though (maybe there's a mix opportunity somewhere there?).
That'll be Sky High, but to get to it you need to be shot out of a cannon, and thus you need to first get an ability that can light the fuse. Luckily earlier on in Sky High you can get the Jet ability which allows you to do that. So that world should be your first stop.
No problem :), I'll really enjoy seeing your run. This is one of the games I love the most, I remember that I rentered & a week later bought it, even if I had already beat the game by then...
For MWW I think you can play the last planet (Halfmoon) to get Wheel from the Boss fight, or maybe you can get the Copy Ability & steal the wheel power from an enemy. Dunno if that would save time though...
I'm through the Great Cave Offensive (was able to swallow 2 plasmas near the beginning to get wheelie), got the Jet and Wheel in SkyHigh, and went from there to HotBeat, which I'd forgotten how much I hated (it's hard to get good use out of wheelie when almost everything's lava). About 7 (edit: I miscalculated before) minutes faster so far... (over half of which is probably from boss fights, which are laughably short now).
Oh, I'm wondering if there are any other abilities besides Jet and Wheel that might be worth getting for the sake of variety and possibly faster movement, since switching abilities is actually quite fast and it only has to be picked up once, assuming it's not out of the way. I'm thinking one of: bird, rock, parasol, cutter, or maybe ninja, if any of those are quick to pick up (note: I haven't used cutter or ninja anywhere in the run yet). I tested Copy and it does let me copy anything including abilities I haven't learned, but I think it takes too much time to get.
Uh, do you mean the space-shooter fight at the end? I don't see what's wrong with that. If you mean the reactor in The Revenge of Metaknight, I think I saw one of the lasers miss...
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I mean the space station. There is really nothing wrong with the metaknight reactor. All lasers hit, but I think I forgot to move the text forward for a few frames once that boss died.
If you have seen my attempt at the Arena, you will see what is wrong with Nova reactor. You can cut out almost all of the backtracking by not destroying the second to last reactor core one forward approach.
I know this is a year old but I have found a method of movement which I believe is faster than the wheel. It is hard to explain so here is a quick demo:
http://fast.filespace.org/crazychimp132/Kirby_Ninja.zip
Generally, if you fly in the middle of a ninja kick, and don't press left or right, you retain all speed from the ninja kick but don't go down anymore. You then can fly very fast to the side you kicked to, losing speed gradually until it becomes necessary to blow out air and ninja kick again. The ninja kick is actually quite fast moving to the side so doing this efficiently is very comparable to the speed of the wheel, faster in many cases because it avoids collisons with enemies. Generally the strategy should be to kick, get as high as possible flying, kick for as long as possible (since the kick is always at max speed and flying slowly loses speed) and then fly back up, and repeat this for the whole level. Also, it can be timed right so that when you strike an enemy with the ninja kick you do not bounce backward and up, but instead change immediately to the flying sprite after collision and keep the speed. This can be used to get past enemies blocking the way.
This method takes a lot of planning, more than the wheel, but I believe it can be worth it. In some cases it is possible to fly over most of the level. This would of course be better for a single player game, since the ninja's attack can't compare to the power of wheel rider star.
Edit: fixed link