K64:Ripple Star: Difference between revisions

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(Created page with " {{DISPLAYTITLE:Shiver Star}} = 100% Route = ''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.'' == 1-1 == Despite being the first level, there are some tricky parts, and it's relatively dense with enemies for a single fire section. (The videos here are really bright for some reason, and I'll fix it in the future) {| class="wikitable" | | |} Grab single fire on the first Bobo. The closer you are to the enemy when you start inhaling...")
 
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{{DISPLAYTITLE:Shiver Star}}
{{DISPLAYTITLE:Ripple Star}}


= 100% Route =
= 100% Route =
''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''
''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''


== 1-1 ==
== 6-1 ==
Despite being the first level, there are some tricky parts, and it's relatively dense with enemies for a single fire section. (The videos here are really bright for some reason, and I'll fix it in the future)
A reskin of 1-1, but some parts are trickier. The shards are in the same location, but the third shard has some large differences.
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Grab single fire on the first Bobo. The closer you are to the enemy when you start inhaling, the quicker it goes into your mouth. After getting the powerup, there are lots of enemies at different heights before you see '''Shard 1'''. The clip on the right shows the route most people use, which involves floating up to the top of the screen.
After jumping over the Ghost Knight, grab fire from the Bobo. The extra jumps I do in between the two Scarfies is my preferred strat for affecting the fire's spacing before grabbing '''Shard 1'''. Inhale the Ghost Knight right afterwards, but don't swallow just yet. Instead, swallow during the miniboss fight. The Sawyer doesn't become vulnerable until after it's visible for about a second, so swallowing while waiting saves a little bit of time. '''Shard 2''' spawns after defeating it.
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The N-Z miniboss is the only enemy that takes three hits to kill. To not get hit by the first normal-sized N-Z that spawns, you can take a step forward before doing the first fire. Another strat involves jumping, the idea being that recovering is faster if you hit the enemy from higher up, at the cost of taking the time to jump. I believe jumping saves a little bit of time, but you risk jumping over the miniboss.
These shotzos have the same pattern as in 1-1, but since we don't have fire, we actually have to dodge the shots. I like to jump over the first one and get underneath the second one, making sure not to lose any horizontal speed. It's safest to jump behind the Poppy Bros. because he throws three bombs, unlike his 1-1 counterpart. The gordo powerup is required for getting '''Shard 3'''. In the video, the gordo is exploded on the Scarfy, but you can also do it manually. Hopping out of the water feels awkward, but it's faster than floating out. At the end of the level, remove the powerup.
 
== 6-2 ==
A suspenseful level, though not much is going on, with much of the difficulty avoided by the lightsaber.
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After single firing past several shotzos, there is a Poppy Bros. enemy to combine for fireworks. Throwing the powerup in front of him is the fastest, while going behind him is safer. A nice backup if you take damage on a Bronto Burt is to let the bomb hit you and knock the powerup out of you.
Prior to entering this level, backtrack to 6-1 to get spark.
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'''Shard 2''' is underneath a bomb block, and since there's water around it, fireworks is useful for minimizing the time spent in it. Note that attacking the Bouncy after getting fireworks is often not necessary if you're at the right part of its jump cycle. The Waddle Dee fight is straightforward. Since the fireworks hitbox lasts for awhile, it's easy to anticipate when Waddle Dee becomes vulnerable. After four hits, throw the powerup for two damage for the kill. Float up after grabbing '''Shard 3''' so that Ribbon goes back into Kirby faster and the fadeout gets triggered sooner.
After jumping into the hole, move to the left a little bit to manipulate the position of the Flopper below. Use spark on the block and grab '''Shard 1''', and then combine for lightsaber on the Fishbone in the next room. Swallowing above water is faster, and Kirby's horizontal speed with lightsaber out is always at running speed, even when walking or attacking. My strat for swinging through these enemies just makes sure that each Scarfy is killed with the Pupa before it.
 
== 1-2 ==
A level where lots of single fire is required and some RNG comes into play.
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In the powerless section before getting fire, there are a few options of how to get around the Poppy Bros. and how to inhale the Bobo. The video on the left shows the fastest way to do both, while the one on the right shows safer strats. For the Poppy Bros. enemy, it's better to just play it safe. The fast fire strat is awkward at first, but not really that precise.
The enemies in the next room can just be cleared with lightsaber. After dropping into the water, '''Shard 2''' is hidden on the left.
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After single firing all the way across the rest of the first room, climb the platforms in the second room. Doing a fire on the ground and jumping into the first platform is faster, but getting the spacing right is tricky. In the next room, forget about Waddle Dee and drop into the abyss for '''Shard 1''' (middle). My visual cue for starting the fire is when Kirby tumbles into his nosedive animation.
At the beginning of the room, it turns out that sliding into the trigger for Adeleine's drawing is slower than just running up to it. Wait for the candy with the lightsaber out, then collect '''Shard 3''' behind the Cutter barrier. In the last room, jump into the middle of the platform to avoid a slow walking animation.


The Bouncy miniboss drops '''Shard 2''' in the middle of the room, so graze over it with single fire and do three fires from the other side. The visual cue for the right height is one of the platforms in the background, but this trick is really generous to begin with. The puff after the first fire is optional, and it's even possible to get two hits before hitting the ground with this strat.
== 6-3 ==
The enemy rush level. There are five rooms with enemies that spawn in waves, and some rooms in between. Below, I've described the strategies for the five enemy rooms. For the remaining rooms, good movement just means avoiding slopes (in between steps of a staircase) and headbutting enemies. One thing to keep in mind for this level is that the jump mechanics change when holding the lightsaber.
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Adeleine first draws five enemies in a row. Kill each of them quickly, but make sure the fifth one is done as early as possible. When she draws the Ice Dragon, stand on its right. If it doesn't turn around, it'll jump across the screen (top-right). Otherwise, it'll drop an ice cube (bottom-left). Dark Matter and Adeleine after are straightforward (bottom-right), though the former has two patterns that behave similarly to the Ice Dragon. Grab '''Shard 3''' in the same way as in the previous level. In between phases, Adeleine can randomly wave her paintbrush, delaying her next drawing.
Enemies here don't move around. The lightsaber can also be swung, but I find it more consistent to just turn around. Remember to get '''Shard 1''' after killing the two stone enemies.
 
== 1-3 ==
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After 1-2, you should have the fire powerup. Since there are a lot of enemies, most of this room is done on the ground. The Skud enemy sitting on the block is in a position such that if you do two fires from the start, it'll land on you, so I take a little step after the first fire. In the next room, it's easiest just to fire up the stairs.
The enemies in the second room can move around, but if they're hit before they land they won't get a chance to. The Bouncys can be headbutted as in the clip on the right, but some people choose to use the lightsaber as the headbutt timing is probably the tightest out of the transition rooms.
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When going upwards, it's faster to jump on the platforms, instead of climbing from underneath them or floating up. In real time, it's hard to jump on all the platforms, so you would climb underneath one of them (left). In the next room, you combine for double cutter, and swallowing the powerup while falling through the loading zone saves a bit of time (middle).
This room is tricky because of the different parts to it. The Bouncy enemy that spawns (second one in the left group) doesn't fall immediately, so you have to jump higher to reach it. Throw your powerup into the Kapar enemy. For some reason, it takes awhile to remove your powerup if the lightsaber is active, but pressing down makes it disappear. Afterwards, combine for the bow, get '''Shard 2''', and combine for lightsaber on the remaining two enemies on the right.


There is a small window for using double cutter and not hitting the platform before getting '''Shard 1'''. Right before going through the loading zone, you can remove the powerup by putting it directly in your mouth. I like to face left when using the powerup, because if I use it too early, it takes a shorter amount of time to come back to Kirby for some reason.
The next transition room has some easy headbutt targets, but a really safe strat is to take out the lightsaber and just run forward.
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After passing through the Adeleine room, there is '''Shard 2''' behind you. To shortcut the whole room, you can float up near the Ghost Knight to go directly to the exit. Combine for double fire for the next two boss fights.
Each triplet can be taken out by just swinging the lightsaber. The two Flora enemies in the first wave can move left or right, so adjust accordingly. While there are probably some real-time damage boost strats for the Gordos, it's much easier to just run on top of the blocks.
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Dedede is straightforward, but note when he becomes vulnerable, using the health bar as a visual cue. There is an RNG-dependent strat which involves hoping Dedede jumps in the air with his hammer on the first phase, causing him to enter his second phase faster, but this is really unreliable.
The hardest room of them all. The same idea applies, except each wave has its own timing. The three Bronto Burts bob up and down, the Pterans fly to the left, and so on. The most consistent thing I've found for getting the Bronto Burts in one go is to swing while moving from right to left. For all the other waves, move from left to right. Note that I stand farther left for the Pteran wave to catch the leftmost Pteran. Grab '''Shard 3''' at the end and hop over the N-Zs in the next room to the exit.




'''[[K64:Whispy Woods|Whispy Woods]]'''
'''[[K64:Miracle Matter|Miracle Matter]]'''

Latest revision as of 03:28, 16 August 2023


100% Route

Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.

6-1

A reskin of 1-1, but some parts are trickier. The shards are in the same location, but the third shard has some large differences.

After jumping over the Ghost Knight, grab fire from the Bobo. The extra jumps I do in between the two Scarfies is my preferred strat for affecting the fire's spacing before grabbing Shard 1. Inhale the Ghost Knight right afterwards, but don't swallow just yet. Instead, swallow during the miniboss fight. The Sawyer doesn't become vulnerable until after it's visible for about a second, so swallowing while waiting saves a little bit of time. Shard 2 spawns after defeating it.

These shotzos have the same pattern as in 1-1, but since we don't have fire, we actually have to dodge the shots. I like to jump over the first one and get underneath the second one, making sure not to lose any horizontal speed. It's safest to jump behind the Poppy Bros. because he throws three bombs, unlike his 1-1 counterpart. The gordo powerup is required for getting Shard 3. In the video, the gordo is exploded on the Scarfy, but you can also do it manually. Hopping out of the water feels awkward, but it's faster than floating out. At the end of the level, remove the powerup.

6-2

A suspenseful level, though not much is going on, with much of the difficulty avoided by the lightsaber.

Prior to entering this level, backtrack to 6-1 to get spark.

After jumping into the hole, move to the left a little bit to manipulate the position of the Flopper below. Use spark on the block and grab Shard 1, and then combine for lightsaber on the Fishbone in the next room. Swallowing above water is faster, and Kirby's horizontal speed with lightsaber out is always at running speed, even when walking or attacking. My strat for swinging through these enemies just makes sure that each Scarfy is killed with the Pupa before it.

The enemies in the next room can just be cleared with lightsaber. After dropping into the water, Shard 2 is hidden on the left.

At the beginning of the room, it turns out that sliding into the trigger for Adeleine's drawing is slower than just running up to it. Wait for the candy with the lightsaber out, then collect Shard 3 behind the Cutter barrier. In the last room, jump into the middle of the platform to avoid a slow walking animation.

6-3

The enemy rush level. There are five rooms with enemies that spawn in waves, and some rooms in between. Below, I've described the strategies for the five enemy rooms. For the remaining rooms, good movement just means avoiding slopes (in between steps of a staircase) and headbutting enemies. One thing to keep in mind for this level is that the jump mechanics change when holding the lightsaber.

Enemies here don't move around. The lightsaber can also be swung, but I find it more consistent to just turn around. Remember to get Shard 1 after killing the two stone enemies.

The enemies in the second room can move around, but if they're hit before they land they won't get a chance to. The Bouncys can be headbutted as in the clip on the right, but some people choose to use the lightsaber as the headbutt timing is probably the tightest out of the transition rooms.

This room is tricky because of the different parts to it. The Bouncy enemy that spawns (second one in the left group) doesn't fall immediately, so you have to jump higher to reach it. Throw your powerup into the Kapar enemy. For some reason, it takes awhile to remove your powerup if the lightsaber is active, but pressing down makes it disappear. Afterwards, combine for the bow, get Shard 2, and combine for lightsaber on the remaining two enemies on the right.

The next transition room has some easy headbutt targets, but a really safe strat is to take out the lightsaber and just run forward.

Each triplet can be taken out by just swinging the lightsaber. The two Flora enemies in the first wave can move left or right, so adjust accordingly. While there are probably some real-time damage boost strats for the Gordos, it's much easier to just run on top of the blocks.

The hardest room of them all. The same idea applies, except each wave has its own timing. The three Bronto Burts bob up and down, the Pterans fly to the left, and so on. The most consistent thing I've found for getting the Bronto Burts in one go is to swing while moving from right to left. For all the other waves, move from left to right. Note that I stand farther left for the Pteran wave to catch the leftmost Pteran. Grab Shard 3 at the end and hop over the N-Zs in the next room to the exit.


Miracle Matter