true i just didn't know if that was an issue with dolphin's current emulation of rtdl or if his computer is just super busy when he records rtdl. i've been watching dk64 to keep myself active as i play video games and whatnot and i think he had similar stutter issues at random times there on his old pc? i liked the persona 4 joke with the toy block in frantic factory or whatever that place with mad jack is called
Grounder wrote: ↑1 year ago
it can't even handle wii games without constant microstutter
so here's the thing
I don't get them while playing. That's strictly on the recording side, and I just can't figure out how to not make that happen at all. It's a bit frustrating gonna be honest!
Like I cannot reiterate this enough
on my side the game plays super smoothly. OBS indicates no frame loss during the session. So like, what is happening, what causes this. I would like to know!
So Ninja Dojo doesn't require complex motions. It might take a bit to figure out how to get it working, but it's basically a one-button game, only this time, the button is swinging. Your current set-up may be enough. Then again, maybe you need to set up something (much?) more complex to emulate a generic swing. The other mini-game only requires Star Bit controls and buttons, I believe.
As for the Whip Challenge, there's a bunch of things hidden in walls. You really need to fly around to find all the coins. You were secretly missing a bunch, but you had no way of knowing. You did it in less tries than with Sword. (2 or 3 less. I got 3, but I may have missed one.) The game never tells you about platinum medals, but yeah, fair enough. I realized later that was probably low-balling it a lot.
And no, Mr. Dooter didn't have anything else to show. It just feels like he does.
so the thing with the wii and the controls is that I'd be able to do it if I was set up for, say, Galaxy, right? but to play poyo right now I'm in a completely different profile where the controller is set up to the side. Would I be able to set up a mechanic where I could switch profiles on the fly? Honestly probably. But I just wonder if the possible complications are worth it.
Yeah, the minigames aren't really worth it if it's much trouble. Neither are particularly novel, and are partially made by their aesthetic. Ninja Dojo is just multiple rounds of hit the bullseye doing wacky things (most rounds not actually doing wacky things), while the other takes too long going solo to not get a bit tedious, because you're just
descriptioncow wrote:there sure are a lot of powers which are less 'power' and more 'kirby is actively using a weapon'
Kirby's Adventure: 6/23 = 0.26
Kirby Super Star: 7/24 = 0.29
Kirby & the Amazing Mirror: 7/26 = 0.27
Kirby: Squeak Squad 6/25 = 0.24
Kirby's Return to Dream Land of the ones you've gotten, would get you 5/16 = 0.31
So if your basis is Super Star, which your playstyle of, don't drop powers on purpose until you need to suggests (rather than, "Inhale almost every new power I see" like Adventure), then not by much. Perfectly so if you disagree with me including Cutter. (But getting rid of Sleep as an ability would hurt it.) But your memory of things (like forgetting moves existed, and how you "should" have solved that one Raisin Ruins puzzle in Stage 4) seems to suggest more of an Adventure (and maybe the three Dream Lands) memory, and your Super Star playthrough suggested that to me as well. So in that case, yes.
That being said, this game is high in the number you can actually use in water, which I think was an attempt to make water gameplay more interesting. This game added a lot more (you've encountered 5, compared to 3 in Adventure and Super Star). Open carry has also been more common than concealed. (e.g. Spear vs. Cutter) That's largely a graphics thing, though.
Also, it's worth noting that all of the abilities that have a weapon have weird abilities like Spear Copter, Whip Tornado, and Sword Beam. If anything, the newer abilities have more of that weirdness.
And for the curious, here's the list of abilities in each of the games, including future ones and this one, as well as their total (with the awkward Dream Land games and one or two future games to boot):
Adventure (Cutter, Hammer, Laser, Mike, Parasol, Sword; but argument for Throw, Backdrop, counting Star Rod)
Dream Land 2's basic abilities (Cutter, Parasol) were 2/7 = 0.28, but ability partner + ability drops it to (Parasol + Kine) 3/28 =
Super Star (Bomb, Cutter, Hammer, Mike, Parasol, Sword, Yo-Yo)
Dream Land 3's basic abilities (Cleaning, Cutter, Parasol) 3/8 = 0.38, but with partner abilities (Cleaning + Coo/Rick, Parasol + Kine/Nago), it drops to 7/56 = 1/8 = 0.12.
Crystal Shards basic abilities (Bomb) were technically 1/7 = 0.14, but only because Cutter was Kirby throwing his body. Combos (Bomb + Bomb, Bomb + Cutter, Bomb + Stone, Burn + Cutter, Cutter + Ice, Cutter + Spark, Needle + Stone) boosted it to 8/35 = 0.23.
Forgotten Land (Bomb, Cutter, Hammer, Ranger, Sword) 5/12 = 0.42, and counting mouthful mode would be a bit awkward.
I can see arguments in favor of excluding Bell, Cutter, Laser, Master and Mike. I can also see arguments for including Backdrop, Beam (at least in games without elaborate movesets), Bubble, Burn + Needle, Cook, Drill, Fighter, Ice + Bomb, Ninja (more so before RtDL), Spark + Kine (Dream Land 3), Spark + Stone, Suplex, many combo/partner abilities, as well as final abilities (not counting Master which is often important later, though I didn't count Triple Star which is less important, but not by a huge amount).
What is wrong with me? raocow can figure it out for himself, and if he can't, it's Kirby.
This game did a weird thing that past games haven't done, which is have a surface state (Kirby in a tube). This is relevant for a few things, including having it stop a low momentum attempt at getting out of the water, as well as enable an attack and change a few others. That wind corridor was weird because you weren't getting back on the surface once you landed. (It's still a bit off otherwise, but that increases the lag more than usual.)
Also, I think you misunderstood the purpose of charging your jump. It just makes you do more damage and over a wider area. (I recall reading that it actually slightly hurts your top height, but don't quote me on that.) That's bad design, because they clearly make it look like it's supposed to be a big boost, but oddly it isn't. You did take less tries (5 by my count, counting retries), but I think a lot of it was just that you didn't feel lost at all, unlike the first two.
Firstly, don't forget to check the boss lore for the boss fight that's (presumably) next video!
Secondly, you seem to be under the impression that you have to have super abilities in the room where you use them. They are totally optional. Sure, not for 100%, but you have to have a way through if you don't get it, lose it via time up or discard, or in a case like today, die with it. (Assuming you don't respawn in super bonkers' room.) There's always a path without it. Also, in multiplayer, super abilities are really annoying, so I understand people skipping them and coming back later in single player, if at all.
This is also true with other abilities, but they don't so heavily centralize the level around themselves as often. Usually if they do, it's one like Hi Jump or Parasol, for obvious reasons, though as you demonstrated today, those two kinda do the same thing, but Parasol is for the water while Hi Jump is for going fast.
Oh, in case you're curious, since this version doesn't give the names of pieces, the music tracks first heard in this world are:
-Nutty Noon (all the world map pieces are just the world names except the first, which is "Four Adventurers: Cookie Country")
-Sky Waltz
-Sky Tower (which you heard in SSB, and was apparently originally the light version of a song in light/dark world level in the gcn game)
-Dreaming of Clouds (which you also heard in SSB)
Watching this again made me realise it might have been better for pacing to have two sets of abilities, and not have the second set available until the dark world.
Well clearly you need four wiimotes so you can not do four-person multiplayer with poyo, King Deedee, dark poyo who reads one book, and goomba who mixed up his pirate and savage cosplays.
The music was called Techno Factory. Well, the other music is Underworld, but I think you cared about Techno Factory. You turned down Leaf a bunch of times, but it wasn't obvious, because the enemy wasn't familiar (or you just had an ability before that).