K64:RNG: Difference between revisions

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{{DISPLAYTITLE:RNG Manipulation}}  
{{DISPLAYTITLE:RNG Manipulation}}  
Basics
In Kirby 64, RNG is reset to a value of 0 whenever the game is reset, which gives a consistent starting point for RNG manipulation. Actually starting a speedrun with a desired RNG value, however, is made difficult by the fact that RNG advances every frame during the game's opening screens, and only stops advancing during file select. This obstacle can be overcome by quickly skipping through the opening screens and going into the mini-games in any file, then having the CPU select one to three characters. These characters will be randomly generated, meaning they will always be the same if they are chosen on the same RNG value. Runners can observe which characters are chosen to determine which value they are on and cancel out of the mini-game, then have the CPU select more characters until the desired starting RNG value is reached.
Once a runner has obtained the correct RNG value, they can start the run on a new file and be able to force desired enemy and boss patterns by playing consistently. Kirby 64 is one of the only Kirby games in which an RNG manip has been carried through the entirety of the game by a human player. A significant reason for this is that RNG advances much less in Kirby 64 than most other Kirby games. Notably, inhaling does not advance RNG in Kirby 64, while it advances RNG rapidly in most Kirby games. Landing on the ground also does not advance RNG in Kirby 64. Because RNG does not vary much, it can be easier to stay on the correct value, as well as tell if the value is incorrect. The biggest obstacle to carrying a manip through the entire game is the picnic at the end of each level. When the picnic is loaded, RNG can jump to seemingly any of the 1,024 possible values. This value will always be the same if the level was finished on the same RNG value, but if the value was off by even one, the value after the picnic could be off by hundreds. This means that a player can be confident they are on the correct RNG value if they see the correct picnic, but will have virtually no chance of recovering the manip if an incorrect picnic appears.
For a walkthrough of the 100% manip route, click [[K64:100% Manip Route|here]]
For a walkthrough of the 100% manip route, click [[K64:100% Manip Route|here]]


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* Each projectile in the spark phase of [[https://wikirby.com/wiki/Miracle_Matter Miracle Matter]] advances RNG once
* Each projectile in the spark phase of [[https://wikirby.com/wiki/Miracle_Matter Miracle Matter]] advances RNG once
* Each of [[https://wikirby.com/wiki/0%C2%B2 02's]] attacks advance RNG at least once
* Each of [[https://wikirby.com/wiki/0%C2%B2 02's]] attacks advance RNG at least once
* RNG advances once every frame on the console and company logo screens
* RNG advances once every frame on the title screen, starting at the same time the player becomes able to skip it
* Allowing the game to play a cutscene by idling on the logo screens or title screen will cause the RNG to jump to a specific value, depending on the cutscene
* RNG advances once for every CPU character that is chosen before starting a mini-game
* RNG advances multiple times when entering [[https://wikirby.com/wiki/100-Yard_Hop 100-Yard Hop]]
* RNG advances once when entering the [[https://wikirby.com/wiki/Boss_Endurance Boss Battles]] mode, and then continues to advance as bosses attack
* RNG advances rapidly while CPUs are moving during [[https://wikirby.com/wiki/Checkerboard_Chase Checkerboard Chase]]