Kirby: Nightmare in Dream Land

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Revision as of 21:55, 19 November 2012 by 71.245.236.225 (Talk)

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SDAlogo runner.png This game has a run page on SDA!

Note: This page is still largely incomplete. You can expect large changes and additions in the near future.

Run Categories

This game currently has 7 categories.

Normal Any% Played as Kirby on the standard difficulty (called "Normal" in the game). Typically timed from selecting "One Player" until the final hit on Nightmare Wizard. No restrictions.

Normal 100% Played as Kirby on the standard difficulty (called "Normal" in the game). Typically timed from selecting "One Player" until the 100% Confirmation Screen appears. Player must hit all 17 hidden switches in order to complete this category.

Extra Any% Played as Kirby on the unlockable difficulty (called "Extra" in the game). Typically timed from selecting "One Player" until the final hit on Nightmare Wizard. No restrictions.

Extra 100% Played as Kirby on the standard difficulty (called "Extra" in the game). Typically timed from selecting "One Player" until the 100% Confirmation Screen appears. Player must hit all 17 hidden switches in order to complete this category.

Boss Endurance Played as Kirby in the Sub-Games Menu. Timed automatically by the game. No restrictions.

Meta Knightmare! Any% Played as Meta Knight. Timed automatically by the game. No restrictions.

Meta Knightmare! 100% Played as Meta Knight. Timed automatically by the game. Player must hit all 17 hidden switches to complete this category. Note that the game does not confirm this for you, so you must be careful to hit them all.

General Tips and Game Mechanics

General Movement with Kirby

  • Double tap left or right to run. This is significantly faster than walking. Your speed is constant while running.
    • If you jump, the game will remember that you were running. As long as you don't hit an enemy or a wall, you will still be running when you land.
  • You move faster in the air than on the ground. If you can jump without messing other things up, it saves time over simply running the same distance.
  • Kirby can slide with Down+(A/B). Kirby is much faster during this slide than while running. Unfortunately, there is a fairly large period of time after the slide where you are not moving, negating any saved time.
    • You can get around this by sliding off of a ledge, cancelling any recovery time. In small spaces, this may be useful for moving in the opposite direction after falling.
    • If you slide while running, the game will maintain your running state until very late in the slide. If you fall off a ledge before this, you will keep your run.
    • You slide further on ice than on other surfaces.
    • The slide can break blocks below you, and is a convenient way to break blocks in front of you.
  • If you fall for a long enough time, Kirby will begin a head dive. In this state, if you hit the ground (or the top of an enemy) you will bounce one block high. If you then fall for a long enough distance again, you will be able to bounce a second time and so on.
    • You are safe from all Contact damage until you have bounced, so consider this on risky falls. Note that contact damage refers to Kirby touching another enemy. Actual attacks and spikes (including Gordos) will still hurt you.
    • For some reason, if you drop a power during the bounce, your bounce will reset and you will rise to one block higher than that point.
  • You lose speed when you inhale. Always start to inhale as close to the target as possible to minimize this slow-down.
    • This slow-down is more drastic on the ground. Inhale in the air when possible.
  • Swimming
    • To descend quickly, hold Down.
    • If you need to attack upwards, press and hold Up, then wait until Kirby finishes his stroke to press B. You will continue to move while attacking instead of coming to a stop and sinking.
    • When leaving the water, hold A to jump out, or hold Up to float out. Both are used in runs, although jumping out is generally faster.
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