Level 1 English Translation (Not a professional. Feel free to suggest improvements.) Regulation • Collect the Heart Star given for completing an objective in each stage. • Fight and defeat the true final boss who appears once you've collected all the Heart Stars. Level 1: Grass Land (0:14) Thanks for watching. We reset immediately after the beginning of the cutscene. (Inset picture caption: "Full version [of cutscene].") This way, we can skip the cutscene that runs the first time a level is entered, which normally has to be viewed in full. 1-1 (Change from Previous Record: -50 frames) (0:25) Tulip: Make it to the goal without stepping on any of the tulips which bloom in the level. In this game, after acceleration, maximum speed is exceeded for a single frame. We take advantage of this to stay at nearly maximum speed by executing a series of short and repeated inputs in the forward direction. This allows us to move a little faster than is normally possible. To cut down on keystrokes, I'll call this type of movement the "cycle dash." Since inertia applies while moving in midair, we continually jump while running. If we fall off a ledge while sliding, we can cut down on the breaks between dashes. When the ledge is up to three blocks high, sliding allows for even faster movement than dashing. We can save time by spitting out Gooey in front of the door and having him open it. When Kirby and Gooey are made to land in the same position, Gooey's item acquisition animation is cancelled. 1-2 (Change from Previous Record: -396 Frames) (1:55) MuchiMuchi: Have ChuChu pat the MuchiMuchi who is somewhere in the stage. We copy Stone, an ability which will be the mainstay of this TAS. By transforming into Stone after sliding off a ledge, we cut down on the time it takes to land. If Kirby joins up [with an Animal Friend, like ChuChu here] as Gooey is entering a door, the join-up animation is abbreviated. (The reverse is not true.) If you perform a simultaneous join-up immediately after bumping into an enemy, knockback velocity is sustained. (Damage boost.) When one player is in the middle of joining up and both players overlap on the screen, they have the opportunity to execute a join-up simultaneously. I refer to this as a "simultaneous join-up." Slides, including ledge slides, are equally boosted by the simultaneous join-up. After a simultaneous join-up, Stone is used to restrict jump height. Gooey Warp Conditions When Gooey is at least 100 px horizontally or 64 px vertically from Kirby's position, he can warp [to Kirby] by pressing the A button. ※ Based on a screen size of 256 × 224 px. (Caption: Range shown here. ※ Artist's impression.) 1-3 (Change from Previous Record: -183 Frames) (3:11) Pitcher Man: Get all answers correct on the "What did I throw?" minigame. After using Stone in midair, crouching at the same time as Stone is cancelled increases falling speed. This is how we dive quickly off ledges. For [levels that involve] mainly aboveground/aerial movement, we join up with Coo. Here, we perform some RNG manipulation for the upcoming minigame. ★ About random numbers. ☆ Numbers are taken one-by-one from a table of 1024 random numbers. (Not yet verified.) ☆ The stars produced when Kirby inhales or collides with the ground can use up numbers from the list. ☆ Also, enemy movement and stage gimmicks use up random numbers. This minigame involves guessing what face Gordo will make. The face of the Gordo thrown is determined by taking a random number from the table. Moreover, in common with all other minigames, F random numbers [i.e., 15?] are used up during each period in which the player responds. In 2-player mode, the choices are on either end [of the list?] so the manipulation is simple. Even if it weren't simple, it is necessary to play through this minigame in 2-player mode because Gooey is placed so close to the door. After Coo's horizontal flight, we can take advantage of inertial flight without pressing the left or right buttons. During this time, it is possible to glide by holding down. ★ Random numbers and the goal game. ☆ Item lineup and jump delay (0 to 15 frames) vary depending on random numbers. ☆ In the fastest case (0 frames), we land on the fourth block away from the starting point. 1-4 (Change from Previous Record: -266 Frames) (4:58) Chao: Rescue Goku in this stage. [Cultural note: Chao and Goku are characters from the Famicom Disk System game Yuyuki, released only in Japan.] When Gooey is in mid-warp, we can delay his arrival by using Coo's inertial flight to travel diagonally. If we transfer Animal Friends at the same time as bumping into an enemy, knockback is cancelled. ("Transfer Kamikaze Attack.") Inertial flight is carried over into water. Specifically, horizontal speed is preserved, but vertical speed is affected by the water. When Gooey is brought along, damage to mid-bosses and bosses is reduced to 0.8× its normal value. Thus, we reabsorb him before the fight. The mid-boss Boboo has a fixed attack pattern, regardless of RNG. This is just a series of Transfer Kamikaze Attacks. By manipulating the timing of the transfer, we can choose which player takes the damage. The door-entering animation is 24 frames shorter when performed while not joined up with a helper. ★ Mid-Boss Weaknesses and Resistances (1) ☆ Each mid-boss is weak to certain attacks, and strong against others. ☆ Weaknesses multiply damage received by 1.25; resistances multiply it by 0.75. (The 2-player damage adjustment is calculated separately.) 1-5 (Change from Previous Record: -268 Frames) (6:27) Mine: bring Kine to the stage goal. By landing on the rolling logs as much as possible, we build horizontal speed. When we cancel the Stone transformation, we shorten the direction-changing animation. We cancel the join-up with Kine to shorten door-entry time. Immediately after cancelling a join-up, we have a single frame in which it is possible to slide in midair. If we cancel a join-up in midair, vertical speed is increased while the cancellation is taking place. Here we make ample use of midair sliding, simultaneous join-ups, and log-roll acceleration to advance quickly. ★ Mid-Boss Weaknesses and Resistances (1) ☆ Generally, mid-bosses are strong against their own attack type and star projectiles. ☆ The exception is Blocky (shown here), who is weak against Stone and star projectiles. 1-6 (Change from Previous Record: -723 Frames) (7:31) Pierre: Collect all three juggling props. We copy the Needle ability to get ready for the upcoming boss fight. We join up with Rick, who was a burden/hindrance [?] in the previous record TAS. The reason Kirby becomes transparent here will be discussed later. A new technique introduced in this TAS: the Rick Stone Wall Skip. This technique consists of cancelling Rick Stone below a ceiling at the exact same time as dismounting. Because it is impossible to wall skip during [an Animal Friend] transfer, the join-up animation here cannot be shortened. In the middle of this technique, Gooey stops warping. We transfer to Coo once more. This is faster by a long shot than acquiring Coo in a separate stage and starting with Coo here. 1-B (Change from Previous Record: -40 Frames) (8:54) Whispy Woods (HP: 256) The familiar starting boss, but this is the first game in which he can move. We land 3 + 3 hits with Needle (48 damage), copied from Gooey. 2-player mode decreases damage in [level] boss fights as well, so we dismiss Gooey. Once all the Heart Stars are gathered at the center, the purification begins. To speed up this process, Kirby's position is adjusted 5-6 times. By the way, it is impossible to skip the purification sequence by resetting. It is such an important ceremony that we ought to watch it all the way through. Level 2 to come in a separate comment.
Level 2 English Translation (See notes on Level 1 below.) *Level 2: Ripple Field* (9:45) As before, we reset to skip the cutscene. When resetting, HP, abilities, helpers, etc. are all reset as well. (Inset caption: Full version.) *2-1* (Change from Previous Record: -421 Frames) (9:56) _Kamuribana_ : Help the flowers grow by *watering* them. Take care not to overwater! Using the Star Blocks, we can decrease the time cost of transferring [an Animal Friend] while performing a *simultaneous join-up slide.* When bumping into an enemy, the *ability copy animation* is cancelled. When rolling downhill in Stone form, the deceleration from *damage boosts* is suppressed. (The same situation applies in midair.) If we perform a simultaneous join-up during the invincibility period after taking damage, Kirby becomes *transparent.* Moreover, he becomes immune to *all enemy attacks.* By jumping while performing a *simultaneous join-up,* we can enter the Zebon promptly. Since Kirby is now at death's door, we manipulate item positions for the upcoming *goal game.* From here on out, we'll be taking damage much more often, so a little bit of *goal game* manipulation will be required. *2-2* (Change from Previous Record: -339 Frames) (11:32) _Bakasa_ : Hold your *umbrella* open in front of _Bakasa._ ※ Umbrella must be held upward. It's faster here to jump up to the surface and execute a *dash jump.* Because Gooey can't catch up here, we employ Kine as a *two-passenger vehicle.* When we exit from the water's surface, the *horizontal speed* is carried over from *underwater.* In *"two-passenger mode,"* the speed-preservation interval is extended. *2-3* (Change from Previous Record: -1983 Frames) (12:36) _Elieel_ : Finish the minigame *"Where Did the Eel End Up?"* with all answers correct. To get ready for the minigame, we perform some *RNG manipulation* as we advance. Here we copy *Spark,* but we won't use it until later. Now we have to guess which jar *Elieel* last came out of. The former record is shown below for the purpose of comparison. (Inset video caption: Previous Record) Each time Elieel appears from the jar, *its position and the timing of its appearance* vary based on RNG. Both factors influence the speed [of the minigame]. Whether or not *RNG manipulation* is performed beforehand will affect the time to a considerable extent. In this TAS, we arranged the RNG for the *fastest possible time.* This map becomes a *forced scroll* from the midpoint onward. While executing *Kine Spark,* only Gooey is *constrained by the forced scroll.* We thus make the most of the fact that Gooey *can't warp while executing a technique.* *2-4* (Change from Previous Record: -1187 Frames) (14:18) _Gamugael_ [lit. "Gum Frog"]: Rescue *Kogamugael* [lit. "Lil Gamugael"] from within the stage. Where there are waterfalls, it becomes difficult to execute a *midair slide* using Kine. *Kine* can swim inertially in a similar fashion to Gooey, but only for an unusually short time. Thus, *a different manipulation* is sought. This is another map which has a *forced scrolling* segment from the midpoint onward. Here, too, we send *Gooey* ahead by himself, so we can *ignore the forced scroll.* While he is executing an ability, he cannot enter doorways, so we enter the doorway *just as the ability is cancelled.* *Captain Stitch's moves and wait time* are both RNG-dependent. His RNG manipulation is the toughest of any mid-boss. When *Kine Stone* is used underwater, *horizontal speed* is preserved from the time the ability is executed to the time it is cancelled. *2-5* (Change from Previous Record: -558 Frames) (15:48) _Pitch Mama_ : Bring *Pitch* all the way to the stage goal. If we cancel Kine Stone at the surface of the water, we can preserve *downward velocity* while we swim. If the interval between *join-up transfers* is too short, *lag* can easily result. In the case of *"2-passenger mode,"* widening the interval between join-ups is one way of *avoiding such lag.* To maximize movement speed, we take advantage of *water current acceleration* as much as possible. We can *damage boost* even in water, but the speed change is minimal. *Bubbles created while under the effects of a water current* are a target for pre-goal-game *RNG manipulation.* Also, while we are *underwater,* random numbers are pulled from the list at fixed intervals. Having this *Maxim Tomato* appear on the fourth block is the result of *RNG manipulation.* There are 12 [of 1,024] ways to get a *Maxim Tomato on the fastest jump,* or about a *1.2% probability* [without such manipulation]. *2-6* (Change from Previous Record: -690 Frames) (17:48) _HB-002_ : Break a designated set of blocks to form the shape of _HB-002._ Deploying *Pitch Needle* at fixed intervals increases our speed in midair. Our speed is decreased on *sandy soil,* so we continually jump here. We now switch to *Rick.* In the previous record run, Coo was brought over from a previous stage. Here, we push up into the ceiling using a *Rick Stone wall skip.* While *hovering,* we push rightward at maximum speed. We can come back down through any ceiling *2 blocks or less in thickness.* Now we break the blocks into a *predetermined shape.* After satisfying the condition, it is okay to break additional blocks. If we wall-skip through this ceiling, we will be unable to come back down (since the ceiling is *more than 2 blocks thick* here). In order to keep Gooey from warping to Kirby, we leave him *in the midst of deploying an ability.* We use soft platforms (i.e., platforms you can slip down through) and adjacent floor tiles to *corner boost.* For this technique to work, there must be a separate soft platform immediately underneath. We also had the choice of skipping the join-up with Coo and *proceeding with Rick,* but this option ended up being slower and was thus rejected. *2-B* (Change from Previous Record: -136 Frames) (19:26) _Acro_ (HP: 256) Boss in the form of an orca. Specializes in charge attacks. After *switching copied abilities,* we take the needle ability from Gooey. *Coo Needle (48 Damage)* × 2 → *Piercing Projectile (64 Damage)* × 1 Unlike Whispy, Acro's HP is carried over [between stages of the fight]. We finish with another 2 *Coo Needles.* The run continues in *Part 2.*
Oh my god, I've waited so many years, and now it finally happened... Thank you so much for giving what this game deserved, WaddleDX. I can't wait to read the translations of the author's comments
やわらかいタッチで描かれた世界を、ガチガチに技術固めたスピード狂のピンクが跳ね回る
カービィ3の雰囲気好き
Level 1 English Translation (Not a professional. Feel free to suggest improvements.)
Regulation
• Collect the Heart Star given for completing an objective in each stage.
• Fight and defeat the true final boss who appears once you've collected all the Heart Stars.
Level 1: Grass Land (0:14)
Thanks for watching.
We reset immediately after the beginning of the cutscene.
(Inset picture caption: "Full version [of cutscene].")
This way, we can skip the cutscene that runs the first time a level is entered, which normally has to be viewed in full.
1-1 (Change from Previous Record: -50 frames) (0:25)
Tulip: Make it to the goal without stepping on any of the tulips which bloom in the level.
In this game, after acceleration, maximum speed is exceeded for a single frame. We take advantage of this to stay at nearly maximum speed by executing a series of short and repeated inputs in the forward direction. This allows us to move a little faster than is normally possible.
To cut down on keystrokes, I'll call this type of movement the "cycle dash."
Since inertia applies while moving in midair, we continually jump while running.
If we fall off a ledge while sliding, we can cut down on the breaks between dashes.
When the ledge is up to three blocks high, sliding allows for even faster movement than dashing.
We can save time by spitting out Gooey in front of the door and having him open it.
When Kirby and Gooey are made to land in the same position, Gooey's item acquisition animation is cancelled.
1-2 (Change from Previous Record: -396 Frames) (1:55)
MuchiMuchi: Have ChuChu pat the MuchiMuchi who is somewhere in the stage.
We copy Stone, an ability which will be the mainstay of this TAS.
By transforming into Stone after sliding off a ledge, we cut down on the time it takes to land.
If Kirby joins up [with an Animal Friend, like ChuChu here] as Gooey is entering a door, the join-up animation is abbreviated. (The reverse is not true.)
If you perform a simultaneous join-up immediately after bumping into an enemy, knockback velocity is sustained. (Damage boost.)
When one player is in the middle of joining up and both players overlap on the screen, they have the opportunity to execute a join-up simultaneously. I refer to this as a "simultaneous join-up."
Slides, including ledge slides, are equally boosted by the simultaneous join-up.
After a simultaneous join-up, Stone is used to restrict jump height.
Gooey Warp Conditions
When Gooey is at least 100 px horizontally or 64 px vertically from Kirby's position, he can warp [to Kirby] by pressing the A button.
※ Based on a screen size of 256 × 224 px.
(Caption: Range shown here. ※ Artist's impression.)
1-3 (Change from Previous Record: -183 Frames) (3:11)
Pitcher Man: Get all answers correct on the "What did I throw?" minigame.
After using Stone in midair, crouching at the same time as Stone is cancelled increases falling speed. This is how we dive quickly off ledges.
For [levels that involve] mainly aboveground/aerial movement, we join up with Coo.
Here, we perform some RNG manipulation for the upcoming minigame.
★ About random numbers.
☆ Numbers are taken one-by-one from a table of 1024 random numbers. (Not yet verified.)
☆ The stars produced when Kirby inhales or collides with the ground can use up numbers from the list.
☆ Also, enemy movement and stage gimmicks use up random numbers.
This minigame involves guessing what face Gordo will make. The face of the Gordo thrown is determined by taking a random number from the table.
Moreover, in common with all other minigames, F random numbers [i.e., 15?] are used up during each period in which the player responds.
In 2-player mode, the choices are on either end [of the list?] so the manipulation is simple.
Even if it weren't simple, it is necessary to play through this minigame in 2-player mode because Gooey is placed so close to the door.
After Coo's horizontal flight, we can take advantage of inertial flight without pressing the left or right buttons. During this time, it is possible to glide by holding down.
★ Random numbers and the goal game.
☆ Item lineup and jump delay (0 to 15 frames) vary depending on random numbers.
☆ In the fastest case (0 frames), we land on the fourth block away from the starting point.
1-4 (Change from Previous Record: -266 Frames) (4:58)
Chao: Rescue Goku in this stage. [Cultural note: Chao and Goku are characters from the Famicom Disk System game Yuyuki, released only in Japan.]
When Gooey is in mid-warp, we can delay his arrival by using Coo's inertial flight to travel diagonally.
If we transfer Animal Friends at the same time as bumping into an enemy, knockback is cancelled. ("Transfer Kamikaze Attack.")
Inertial flight is carried over into water.
Specifically, horizontal speed is preserved, but vertical speed is affected by the water.
When Gooey is brought along, damage to mid-bosses and bosses is reduced to 0.8× its normal value. Thus, we reabsorb him before the fight.
The mid-boss Boboo has a fixed attack pattern, regardless of RNG.
This is just a series of Transfer Kamikaze Attacks. By manipulating the timing of the transfer, we can choose which player takes the damage.
The door-entering animation is 24 frames shorter when performed while not joined up with a helper.
★ Mid-Boss Weaknesses and Resistances (1)
☆ Each mid-boss is weak to certain attacks, and strong against others.
☆ Weaknesses multiply damage received by 1.25; resistances multiply it by 0.75. (The 2-player damage adjustment is calculated separately.)
1-5 (Change from Previous Record: -268 Frames) (6:27)
Mine: bring Kine to the stage goal.
By landing on the rolling logs as much as possible, we build horizontal speed.
When we cancel the Stone transformation, we shorten the direction-changing animation.
We cancel the join-up with Kine to shorten door-entry time.
Immediately after cancelling a join-up, we have a single frame in which it is possible to slide in midair.
If we cancel a join-up in midair, vertical speed is increased while the cancellation is taking place.
Here we make ample use of midair sliding, simultaneous join-ups, and log-roll acceleration to advance quickly.
★ Mid-Boss Weaknesses and Resistances (1)
☆ Generally, mid-bosses are strong against their own attack type and star projectiles.
☆ The exception is Blocky (shown here), who is weak against Stone and star projectiles.
1-6 (Change from Previous Record: -723 Frames) (7:31)
Pierre: Collect all three juggling props.
We copy the Needle ability to get ready for the upcoming boss fight.
We join up with Rick, who was a burden/hindrance [?] in the previous record TAS.
The reason Kirby becomes transparent here will be discussed later.
A new technique introduced in this TAS: the Rick Stone Wall Skip.
This technique consists of cancelling Rick Stone below a ceiling at the exact same time as dismounting.
Because it is impossible to wall skip during [an Animal Friend] transfer, the join-up animation here cannot be shortened.
In the middle of this technique, Gooey stops warping.
We transfer to Coo once more.
This is faster by a long shot than acquiring Coo in a separate stage and starting with Coo here.
1-B (Change from Previous Record: -40 Frames) (8:54)
Whispy Woods (HP: 256) The familiar starting boss, but this is the first game in which he can move.
We land 3 + 3 hits with Needle (48 damage), copied from Gooey.
2-player mode decreases damage in [level] boss fights as well, so we dismiss Gooey.
Once all the Heart Stars are gathered at the center, the purification begins.
To speed up this process, Kirby's position is adjusted 5-6 times.
By the way, it is impossible to skip the purification sequence by resetting.
It is such an important ceremony that we ought to watch it all the way through.
Level 2 to come in a separate comment.
Level 2 English Translation (See notes on Level 1 below.)
*Level 2: Ripple Field* (9:45)
As before, we reset to skip the cutscene.
When resetting, HP, abilities, helpers, etc. are all reset as well.
(Inset caption: Full version.)
*2-1* (Change from Previous Record: -421 Frames) (9:56)
_Kamuribana_ : Help the flowers grow by *watering* them. Take care not to overwater!
Using the Star Blocks, we can decrease the time cost of transferring [an Animal Friend] while performing a *simultaneous join-up slide.*
When bumping into an enemy, the *ability copy animation* is cancelled.
When rolling downhill in Stone form, the deceleration from *damage boosts* is suppressed. (The same situation applies in midair.)
If we perform a simultaneous join-up during the invincibility period after taking damage, Kirby becomes *transparent.*
Moreover, he becomes immune to *all enemy attacks.*
By jumping while performing a *simultaneous join-up,* we can enter the Zebon promptly.
Since Kirby is now at death's door, we manipulate item positions for the upcoming *goal game.*
From here on out, we'll be taking damage much more often, so a little bit of *goal game* manipulation will be required.
*2-2* (Change from Previous Record: -339 Frames) (11:32)
_Bakasa_ : Hold your *umbrella* open in front of _Bakasa._ ※ Umbrella must be held upward.
It's faster here to jump up to the surface and execute a *dash jump.*
Because Gooey can't catch up here, we employ Kine as a *two-passenger vehicle.*
When we exit from the water's surface, the *horizontal speed* is carried over from *underwater.*
In *"two-passenger mode,"* the speed-preservation interval is extended.
*2-3* (Change from Previous Record: -1983 Frames) (12:36)
_Elieel_ : Finish the minigame *"Where Did the Eel End Up?"* with all answers correct.
To get ready for the minigame, we perform some *RNG manipulation* as we advance.
Here we copy *Spark,* but we won't use it until later.
Now we have to guess which jar *Elieel* last came out of. The former record is shown below for the purpose of comparison. (Inset video caption: Previous Record)
Each time Elieel appears from the jar, *its position and the timing of its appearance* vary based on RNG. Both factors influence the speed [of the minigame].
Whether or not *RNG manipulation* is performed beforehand will affect the time to a considerable extent.
In this TAS, we arranged the RNG for the *fastest possible time.*
This map becomes a *forced scroll* from the midpoint onward.
While executing *Kine Spark,* only Gooey is *constrained by the forced scroll.*
We thus make the most of the fact that Gooey *can't warp while executing a technique.*
*2-4* (Change from Previous Record: -1187 Frames) (14:18)
_Gamugael_ [lit. "Gum Frog"]: Rescue *Kogamugael* [lit. "Lil Gamugael"] from within the stage.
Where there are waterfalls, it becomes difficult to execute a *midair slide* using Kine.
*Kine* can swim inertially in a similar fashion to Gooey, but only for an unusually short time. Thus, *a different manipulation* is sought.
This is another map which has a *forced scrolling* segment from the midpoint onward.
Here, too, we send *Gooey* ahead by himself, so we can *ignore the forced scroll.*
While he is executing an ability, he cannot enter doorways, so we enter the doorway *just as the ability is cancelled.*
*Captain Stitch's moves and wait time* are both RNG-dependent. His RNG manipulation is the toughest of any mid-boss.
When *Kine Stone* is used underwater, *horizontal speed* is preserved from the time the ability is executed to the time it is cancelled.
*2-5* (Change from Previous Record: -558 Frames) (15:48)
_Pitch Mama_ : Bring *Pitch* all the way to the stage goal.
If we cancel Kine Stone at the surface of the water, we can preserve *downward velocity* while we swim.
If the interval between *join-up transfers* is too short, *lag* can easily result.
In the case of *"2-passenger mode,"* widening the interval between join-ups is one way of *avoiding such lag.*
To maximize movement speed, we take advantage of *water current acceleration* as much as possible.
We can *damage boost* even in water, but the speed change is minimal.
*Bubbles created while under the effects of a water current* are a target for pre-goal-game *RNG manipulation.*
Also, while we are *underwater,* random numbers are pulled from the list at fixed intervals.
Having this *Maxim Tomato* appear on the fourth block is the result of *RNG manipulation.*
There are 12 [of 1,024] ways to get a *Maxim Tomato on the fastest jump,* or about a *1.2% probability* [without such manipulation].
*2-6* (Change from Previous Record: -690 Frames) (17:48)
_HB-002_ : Break a designated set of blocks to form the shape of _HB-002._
Deploying *Pitch Needle* at fixed intervals increases our speed in midair.
Our speed is decreased on *sandy soil,* so we continually jump here.
We now switch to *Rick.* In the previous record run, Coo was brought over from a previous stage.
Here, we push up into the ceiling using a *Rick Stone wall skip.*
While *hovering,* we push rightward at maximum speed.
We can come back down through any ceiling *2 blocks or less in thickness.*
Now we break the blocks into a *predetermined shape.* After satisfying the condition, it is okay to break additional blocks.
If we wall-skip through this ceiling, we will be unable to come back down (since the ceiling is *more than 2 blocks thick* here).
In order to keep Gooey from warping to Kirby, we leave him *in the midst of deploying an ability.*
We use soft platforms (i.e., platforms you can slip down through) and adjacent floor tiles to *corner boost.*
For this technique to work, there must be a separate soft platform immediately underneath.
We also had the choice of skipping the join-up with Coo and *proceeding with Rick,* but this option ended up being slower and was thus rejected.
*2-B* (Change from Previous Record: -136 Frames) (19:26)
_Acro_ (HP: 256) Boss in the form of an orca. Specializes in charge attacks.
After *switching copied abilities,* we take the needle ability from Gooey.
*Coo Needle (48 Damage)* × 2 → *Piercing Projectile (64 Damage)* × 1
Unlike Whispy, Acro's HP is carried over [between stages of the fight].
We finish with another 2 *Coo Needles.*
The run continues in *Part 2.*
5:14 ここのクーの水切り走法がめっちゃきもい(褒め言葉)
開発者「グルメレース作ったわけじゃない」
いつもは雑魚キャラだったやつからクリーンのコピーできると聞いたときの嬉しさが忘れられない
死ぬ前に思い出しそうなくらいの感動だったわ
今のところあの世にいるの?
何度CPUグーイが花を踏みつけたことやら
カービィのダッシュの時の顔好き
大好きなゲームで何度もプレイしましたが、動きがやばいです。凄すぎ!!
Oh my god, I've waited so many years, and now it finally happened...
Thank you so much for giving what this game deserved, WaddleDX. I can't wait to read the translations of the author's comments
Thank you!
I'm happy that i could complete this TAS as well.
I won't translate this explanation, sorry.
まどら It's fine, just seeing the quality of the gameplay is already very impressive. Will this run be submitted on TASvideos?
Yes, I will submit this run.
I know it's a little late, but there's now a translation up for Level 1. I'll try to do the rest as time permits.
20周年記念のやつにカービィ3入っててやったけどハートスター集めるのめっちゃ大変だった、小学生の俺はよくやったわ本当に…
スゲー!!😂😊
この人天才過ぎ
3:11神曲
敵を飲み込む時の「ゴクッ」て音が好き
お使いの端末は正常ですが、TASさんは異常です。
11:51 カインのくちびるズタボロになりそう
なるほどわからん。
1-2のハートスターは本当に鬼畜だったなー
ピッチャマンがブルーカービィみたい
結構瀕死になってて草
自分なりにカービィプレイしてたけど、このゲームを知らなかった
なんかSDX以上に目に見えて変態してるw
見事な千一厶プ∟イ! (2023.7.13)
The Run is 1:04:01, but the commentary is only 00:20:18. You speedrun the TAS?
クーさん…
置き去り可愛い
ガムガエルのところ、やり方まじわからん
愛新持栄隊総館超久保田勉ゲーム新大臣!安全自殺対策大臣!地方活性化大臣!
説明を英語に翻訳すれば大丈夫ですか?
Sure.
Thanks!
Levels 1 and 2 translated. Feel free to let me know if anything seems inaccurate. Thanks for the great run!
Very Good Job! I appreciate your translation very much. Thank you!
My pleasure. It was a fantastic run, and I got to learn a bit about Japanese TAS terminology. :)