Kirby Triple Deluxe - Key Golf

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Kirby Triple Deluxe - Key Golf

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Postby Harmless » June 6th, 2014, 7:56 pm

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Remember these things that are fairly prominent in the levels of Kirby Triple Deluxe?

Well, after months of just playing through the game over and over due to its incredible replay value I have eventually devised a way to put those keys to use. Specifically, Golf. But with keys.

The rules are simple. You cannot walk or run with the key. How you move the key to its door is by either throwing it or by jumping with the key. Throwing the key is one stroke, jumping with the key is two strokes. I have yet to devise a stroke, par, and set list of keys for Key Golf in the game, but maybe sometime soon I will.

As of now, have fun! (Note that not every level with a key has suitable conditions for Key Golf. If you want to try the same thing with the Timer Dynamite item, have fun with that.)
Expect something cool here soon!

~ Tesla Bromonovich
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Re: Kirby Triple Deluxe - Key Golf

Postby CedarBranch » June 7th, 2014, 2:31 pm

I would consider having both throwing and jumping+throwing each be worth one stroke, but have jumping+moving+throwing+landing be two strokes and jumping+holding Key+moving+landing double your stroke count by your current one (at the time). That would give our maneuvers more strategic depth.

Ideas:
  • You could give yourself KG-Lives. Throughout each KeyHole(puuuuuns :3), you have a set number of retries. Whenever you lose the key, retrying will add a penalty to your final score, but too many would void the entire round (overall).
  • You could grab the key from different angles to suit your position, but each alteration (i.e. killing an enemy, breaking a block, dropping any platform, moving something, pressing a button, setting anything else up, etc.) done before grabbing the key results in an additional stroke.
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Re: Kirby Triple Deluxe - Key Golf

Postby Harmless » June 7th, 2014, 4:20 pm

Oh right, forgot about certain details.

Triple J, I don't want the player to move the key when they golf, that kinda ruins the point. :P After a few tests though, the reason I have jumping be two strokes is because it covers longer distance than throwing.

Anywho, if the key is destroyed it is treated as a hazard and adds two strokes to your total for that hole. I'm not going to set up lives, instead if you go beyond a certain # of strokes the player gets an automatic +8, kinda like in Wii Sports.

First three holes are in World 1 (Fine Fields), one of them I forgot the location but it's in a secret room, the other two holes are found in Level 4.
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Re: Kirby Triple Deluxe - Key Golf

Postby CedarBranch » June 8th, 2014, 4:05 pm

I'm not sure if there can be such a scenario, but maybe we could call any shot unplayable if the Key seems stuck? Like a stroke penalty.

Actually testing the Key Golf physically, I now see no use for jumping and throwing, unless I am misunderstanding something (tbh, I had never actually tested it physically, but went by my memory until now.).

(By the way, how do you work the strokes when you have to ride something in order to reach the gate? I'm lost.)
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Re: Kirby Triple Deluxe - Key Golf

Postby Harmless » June 9th, 2014, 6:07 am

If you hold down the B button to throw it, Kirby can build up distance power. Generally the Key shouldn't get stuck as it's for the most part possible to either jump out of the problem (or unless if you're talking about Level 3-2 where you have the collapsing tiles, then I recommend just reloading the room by leaving and coming back).

Jumping and throwing are how you get the key to its destination when you're not moving. Which takes the fun out of the golf-style game.

Riding something like that star that brings you between background and foreground doesn't count. What does count is jumps that go onto it.
Expect something cool here soon!

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Re: Kirby Triple Deluxe - Key Golf

Postby CedarBranch » June 9th, 2014, 9:25 am

Harmless wrote:If you hold down the B button to throw it, Kirby can build up distance power. Generally the Key shouldn't get stuck as it's for the most part possible to either jump out of the problem (or unless if you're talking about Level 3-2 where you have the collapsing tiles, then I recommend just reloading the room by leaving and coming back).

How do you replace the Key after losing it without having to play through the entire Hole again? That could end up being more than a 2-stroke penalty.

Harmless wrote:Jumping and throwing are how you get the key to its destination when you're not moving. Which takes the fun out of the golf-style game.

I still don't understand the "advantage."

Harmless wrote:Riding something like that star that brings you between background and foreground doesn't count. What does count is jumps that go onto it.

I was thinking of those gyroscope-controlled carriages.
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Dream Address: 4400-3141-4504
Mayor: Triple J
Town Name: Quattom



My Super Mario Maker levels: viewtopic.php?f=77&t=46621&p=344256#p344256

My Youtube channel, if you could possibly bother: https://www.youtube.com/channel/UCuP5V8 ... subscriber

Brand-new Bomberman 64: The Second Attack Gameshark Codes!
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Re: Kirby Triple Deluxe - Key Golf

Postby Harmless » June 9th, 2014, 10:09 am

Triple J wrote:How do you replace the Key after losing it without having to play through the entire Hole again? That could end up being more than a 2-stroke penalty.


Oh, you mean by that. Right... Okay, no penalty for hazards then.

Harmless wrote:I still don't understand the "advantage."


Advantage? Please elaborate.

I was thinking of those gyroscope-controlled carriages.


Oh.

Hmm... moving around in them doesn't really count towards your stroke total, jumping out of them does.
Expect something cool here soon!

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Re: Kirby Triple Deluxe - Key Golf

Postby CedarBranch » June 9th, 2014, 4:18 pm

Harmless wrote:
Triple J wrote:
I still don't understand the "advantage."


Advantage? Please elaborate.

I mean, I always manage to throw farther when holding B on the ground than by jumping and throwing. I never see myself using the jumping+throwing strokes as I find little difference in shot distance other than being a dud which barely gets thrown (possibly because you cannot charge up your throws while in mid-air). I honestly see no reason to give jumping+throwing 2 strokes. Nothing about it appears more efficient; there isn't any visible advantage to using jumping+throwing strokes over charged B-strokes.
Triple J here!
Image
Credit goes to FrozenFire/l.m
Other Stuff: show
AC:NL Info

Dream Address: 4400-3141-4504
Mayor: Triple J
Town Name: Quattom



My Super Mario Maker levels: viewtopic.php?f=77&t=46621&p=344256#p344256

My Youtube channel, if you could possibly bother: https://www.youtube.com/channel/UCuP5V8 ... subscriber

Brand-new Bomberman 64: The Second Attack Gameshark Codes!
Now on Dropbox! Active and updated irregularly.
User avatar
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Re: Kirby Triple Deluxe - Key Golf

Postby Harmless » June 10th, 2014, 11:20 am

Oops, no, I meant you can jump and move. you don't have to jump and throw. Throwing and Jumping are separate actions.
Expect something cool here soon!

~ Tesla Bromonovich
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Harmless
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