Surprisingly enough, a lot of people are playing KickMania on Facebook to put the boot to their friends. One can only hope that this desire applies strictly to the game, and not some deep seeded roots within reality. How on Earth do people kick so far? Some of these coveted kicks are well over 200, even 300 meters.
Well, there are a few secrets to share that those “ass-assins” use that might help you in your quest to own your very own collection of…we’ll stop. Anyway, you have to start with the basics, which means the more obvious tips: Start owning your friends. That’s right, in order to better kick asses, you need to own more people. Here’s the deal, the more you own, the more expensive (and more powerful) kicks become available. Assuming that you have done this already and have owned enough people to unlock the $1000 kick, then it comes down to a little bit of finesse.
The trick is timing, positioning, and explosives. First off, make sure you’ve owned 500 people so that you have access to the maximum of five explosive charges. These charges will allow you to detonate an explosion near the crash dummy as he or she reaches the ground and allows you to get some extra distance, but before that can come into play the initial kick has to be perfect.
KickMania utilizes a very well built physics engine to simulate the rag doll effect. That means that momentum, trajectory, power, and mass all come into play. With that in mind, some players say that the male dummy is the better choice because it has more mass, and more mass equals more momentum. While this isn’t written in stone, it is worth considering. Despite whether or not you choose to use a male or female dummy, you still have to be both very quick in reacting to the power meter and incredibly precise on your position. Before you do anything, try to position your foot near the dummy’s waist, just where the shirt and pants meet at a 45 degree angle. Once you’re ready, be prepared to react quickly to the power meter and attempt to kick at its highest apex for the greatest potential.
$1000 Kick: Check. Position: Check. Power: Check. Okay, so now comes the use of explosives. For $50 you can detonate a charge, but you will need a kick of at least 30 meters to even see the first one. These charges activate when you get close to them, and once near, you can press “spacebar” to set them off. This, however, is where timing is critical. Remember, that this game is a simulated physics engine, thus both angle and distance from the explosion are going to affect trajectory and momentum. If you detonate too far away, you will get little to no result. If you go too soon, you might send your target backwards. What you want to try and do is trigger the explosion at the last possible second so that it goes off before the dummy’s center of mass hits the ground and is at about a 45 degree angle to the right of the charge. Each well timed charge should get you an extra 30 – 50 meters on your total kick distance.
Markus Weischselbaum of KickMania describes it in a technical sort of way on the KickMania forums: “The direction of the boost vector is an imaginary line from the explosive charge towards the center of mass of the body….the force applied to the body is inversely proportional to the square of its distance from the explosion.”
There you have it. Before you even start going for those distance records, you’re going to have to earn all five explosives and that $1000 kick. Once you’ve done that though, it all comes down to position, power, timing, and practice. Finding that sweet spot for all three major elements of the game is pretty tough, but now that you know what to look for, it should make your endeavors a little easier to pursue. Best of luck fellow ass kickers, and remember to wear padded jeans.