KA:Major glitches: Difference between revisions

From Kirby Speedrunning Wiki
Jump to navigationJump to search
Marked this version for translation
No edit summary
(Marked this version for translation)
Line 1: Line 1:
<languages /><translate>
<languages /><translate>
<!--T:1-->
{{DISPLAYTITLE:Major Glitches}}
{{DISPLAYTITLE:Major Glitches}}
=Stone Glitch=
=Stone Glitch=
This glitch is triggered when the stone ability is activated underwater. Because stone cannot be used when Kirby is in a swimming state, in most cases, it requires going out of bounds. As an exception, this glitch can be activated in the mid-boss room in 6-1 by breaking the block under the door, then mashing B as Kirby splashes in and out of the water. The memory is destroyed and all sorts of weird things happen. In Any%, this glitch is used in conjunction with a frame-perfect pause to warp to the staff credits. On the Nintendo Classic Mini and Switch, doing this glitch will cause an error and force the game to close.
This glitch is triggered when the stone ability is activated underwater. Because stone cannot be used when Kirby is in a swimming state, in most cases, it requires going out of bounds. As an exception, this glitch can be activated in the mid-boss room in 6-1 by breaking the block under the door, then mashing B as Kirby splashes in and out of the water. The memory is destroyed and all sorts of weird things happen. In Any%, this glitch is used in conjunction with a frame-perfect pause to warp to the staff credits. On the Nintendo Classic Mini and Switch, doing this glitch will cause an error and force the game to close.


<!--T:2-->
=Permanent Copy Ability Glitch (UFO Glitch)=
=Permanent Copy Ability Glitch (UFO Glitch)=
This glitch is triggered by taking damage or pausing and exiting the stage at the same time the copy ability is discarded. When this is used with UFO, it is possible to carry over UFO to other stages, which is impossible in normal play. In addition, Kirby will not lose his copy ability if he takes damage. This can be done with Sword, Hammer, or Parasol, In the case of a Parasol, descending slowly is not possible. When done with other abilities, it becomes a mysterious ability that produces a splash, with no practical use.
This glitch is triggered by taking damage or pausing and exiting the stage at the same time the copy ability is discarded. When this is used with UFO, it is possible to carry over UFO to other stages, which is impossible in normal play. In addition, Kirby will not lose his copy ability if he takes damage. This can be done with Sword, Hammer, or Parasol, In the case of a Parasol, descending slowly is not possible. When done with other abilities, it becomes a mysterious ability that produces a splash, with no practical use.


<!--T:3-->
==Damage Carryover==
==Damage Carryover==
Discard Kirby's copy ability with the Select button as soon as damage is taken. This trick is frame-perfect. If select is pressed early, the sound of the copy ability release will occur, and if it is pressed late, the sound of damage being taken will occur, which can be used as a reference for timing.
Discard Kirby's copy ability with the Select button as soon as damage is taken. This trick is frame-perfect. If select is pressed early, the sound of the copy ability release will occur, and if it is pressed late, the sound of damage being taken will occur, which can be used as a reference for timing.


<!--T:4-->
==Pause Carryover==
==Pause Carryover==
Press Start and Select at exactly the same frame and exit the stage from the pause screen. If successful, Kirby's appearance does not change, even though the ability star that was discarded just before the pause screen will appear a little above Kirby's head.
Press Start and Select at exactly the same frame and exit the stage from the pause screen. If successful, Kirby's appearance does not change, even though the ability star that was discarded just before the pause screen will appear a little above Kirby's head.


<!--T:5-->
'''Success Pattern'''
'''Success Pattern'''


<!--T:6-->
https://media.discordapp.net/attachments/1106766444508749845/1126565145926181035/hXJAwaxgZ4.jpg
https://media.discordapp.net/attachments/1106766444508749845/1126565145926181035/hXJAwaxgZ4.jpg


<!--T:7-->
'''Failure Pattern: early Start'''
'''Failure Pattern: early Start'''


<!--T:8-->
https://media.discordapp.net/attachments/1106766444508749845/1126565197717450813/Plb6O4ND_y.jpg
https://media.discordapp.net/attachments/1106766444508749845/1126565197717450813/Plb6O4ND_y.jpg


<!--T:9-->
'''Failure Pattern: early Select'''
'''Failure Pattern: early Select'''


<!--T:10-->
https://media.discordapp.net/attachments/1106766444508749845/1126565227438280704/CuNlfreQRu.jpg
https://media.discordapp.net/attachments/1106766444508749845/1126565227438280704/CuNlfreQRu.jpg


<!--T:11-->
==Warpstar Carryover==
==Warpstar Carryover==
Discard Kirby's copy ability as soon as he gets on a Warpstar. This is also frame-perfect. This trick is not very practical because it can only be done where there is a Warpstar and the ability disappears if it is discarded too early.
Discard Kirby's copy ability as soon as he gets on a Warpstar. This is also frame-perfect. This trick is not very practical because it can only be done where there is a Warpstar and the ability disappears if it is discarded too early.


<!--T:12-->
=Collision Pause Glitch=
=Collision Pause Glitch=
If you pause at the moment an enemy enters the screen, the enemy will move during the pause. This is a frame-perfect trick. If Kirby takes damage in this state, he will be able to move in the pause screen. While paused, the terrain determination is different from before the pause and refers to a specific location within that map. Therefore, while in this pseudo-paused state, a wall can be passed through, or conversely, a wall can be created where there is none. Spikes and doors move in the same way (Kirby can still take damage from spikes and doors can still be entered during the pause).
If you pause at the moment an enemy enters the screen, the enemy will move during the pause. This is a frame-perfect trick. If Kirby takes damage in this state, he will be able to move in the pause screen. While paused, the terrain determination is different from before the pause and refers to a specific location within that map. Therefore, while in this pseudo-paused state, a wall can be passed through, or conversely, a wall can be created where there is none. Spikes and doors move in the same way (Kirby can still take damage from spikes and doors can still be entered during the pause).


<!--T:13-->
Collision changes are done in scroll units (1 scroll = 16 x 12 blocks).
Collision changes are done in scroll units (1 scroll = 16 x 12 blocks).


<!--T:14-->
[[File:KA pauseglitch vertical 1screen.png|400px]]
[[File:KA pauseglitch vertical 1screen.png|400px]]


<!--T:15-->
In the case of a room with only one vertical screen, the collision on screen 0 (the leftmost screen) applies to all screens.
In the case of a room with only one vertical screen, the collision on screen 0 (the leftmost screen) applies to all screens.


<!--T:16-->
[[File:KA pauseglitch vertical 2screen.png|420px]]
[[File:KA pauseglitch vertical 2screen.png|420px]]


<!--T:17-->
In the case of a map with two or more vertical screens, screen 0 is applied to all screens in the bottom row, and the screen one below is applied to all other rows.
In the case of a map with two or more vertical screens, screen 0 is applied to all screens in the bottom row, and the screen one below is applied to all other rows.


<!--T:18-->
However, it appears that collision is normal when moving between screen borders.
However, it appears that collision is normal when moving between screen borders.
</translate>
</translate>

Navigation menu