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CorvusScribe (talk | contribs) (Created page with "{{DISPLAYTITLE:All Goal Games}} == Rules == Timing starts when you select ''One Player''. Timing ends on the final frame of the Kirby Dance animation when you have completed all 16 goal games. This implies that all Goal Game segments end with the Kirby Dance cutscene and thus soft resetting is not allowed. == Introduction == This meme category is often recommended as a starting point for learning 100%, because a vast majority of the movement overlaps with various misce...") |
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Revision as of 00:33, 12 November 2025
Rules
Timing starts when you select One Player. Timing ends on the final frame of the Kirby Dance animation when you have completed all 16 goal games.
This implies that all Goal Game segments end with the Kirby Dance cutscene and thus soft resetting is not allowed.
Introduction
This meme category is often recommended as a starting point for learning 100%, because a vast majority of the movement overlaps with various miscellaneous 100% segments and allows you to speedrun them in a shorter, less daunting category. At the same time, it also introduces a few unique quirks such as additional rooms, unique ability uses, and miniboss execution, meaning it isn't simply a miniature 100% category.
It also has a bit of a stigma for being a bit of a boss rush, because many of the Goal Games are locked behind Minibosses that you must fight.
Most importantly however, the ruleset is particular about you going through all 16 Goal Games, meaning you get a nice break during the run and see Kirby do the Kirby Dance a record number of times as far as this game is concerned.
The number of mixes in this category can vary from 1 to 3, with the most likely combination being Tutorial Wheel mix and Peppermint Phan Phan Wheel mix.
Routing
This category has two traits that make its route stand out compare to other categories:
- Since the Goal Games must be played through until you respawn at the hub world, you need to keep overworld routing intact since you respawn over the last door you entered in the hub. In practice, this means that all segments are laid out mostly in clockwise order.
- There are two segments where calling the helper Kirbys to cut rope platforms for you save you time: Peppermint Phan Phan (which saves roughly 10 seconds), and Moonlight Boxy (which roughly saves 4 seconds). This means those segments are not static, and instead depend entirely on when the Kirbys decide to acquire abilities with Blade attributes.
While this latter point would usually be disregarded in favor of simply using slower, more consistent methods, there are a few things that make it arguably worth going for. The conventional methods for both segments actually include a level of difficulty to them. In the case of Peppermint Phan Phan, you need to do a mix off of a Foley and a Pengy for Wheel (slot 1). For Moonlight Boxy, you need to do a complex strat where you make Droopy eat your ability, then you cut the rope platform with Cutter, then reacquire the Wheel Droopy. This strat can easily go wrong however.
Conversely, since you never reset, the Kirbys get plenty of opportunities over the course of 20 minutes of movement or so, to acquire the ability you need. Specifically, you have a 13/64 chance of any of the Kirbys to get the right ability every time it changes (6/64 of which being Cutter, 4/64 being Cupid, and 3/64 being Sword). While Smash should work in theory, getting the Kirbys to cut the rope platform with it will rarely ever work with it.
Concerning Switches, all but four switches are required to be hit during the run. The four exceptions are: both Mustard Switches, Deep Olive, and Deep Cabbage.
Below is the preferable route with all cases covered:
Golem Switches (Moonlight, Rainbow)
Mustard Bombar Goal
Mustard Boxy Goal
Switches (Cabbage, Carrot, Peppermint)
- Peppermint Shadow Kirby Goal (swap places with Peppermint Phan Phan if Kirbys have Blades)
Ocean Switch
- Cabbage Map (if with Wheel)
Ocean Goal
Olive Flosty Goal
- Cabbage Map Goal (if without Wheel)
Moonlight Batafire Goal
Rainbow Master Hand Goal
- (You can do Moonlight Boxy Goal here if you want to get it out of the way earlier, as Droopy Juggling can potentially kill a lot of runs. Heck, you can do this right after Golem even.)
Radish Switches
Radish Boxy Goal
Emerald Goal
Rainbow Boxer Goal
- Peppermint Phan Phan Goal (if Peppermint Switch is active and Kirbys have Blade, prioritize this segment above everything as soon as you're done with your current segment. Otherwise, do conventional method here.)
Candy Boxer Goal
Rainbow Batafire Goal
- Moonlight Boxy Goal (if Kirbys have Blade, prioritize this segment as soon as you're done with your current segment, unless you can do Peppermint Phan Phan. Otherwise, do conventional method here.)
Candy Bonkers Goal
Segment Notes
For the most part, the movement coincides with 100%, so you can reference both 100% and All Goal Games runs to learn the movement. Keep in mind 100% does take frequent detours in routing compared to this category. There are a few ways in which the two categories vary in other ways:
- It is faster (by around 3 seconds) to pick up UFO during Mustard Bombar after dropping Wheel and before entering the actual Volcano section. This is because the Bombar fight becomes much faster with it compared to Sword or Wheel. This has the added benefit of making this segment far easier compared to 100%, which uses Missile for movement. Keep in mind you'll need to pick up Missile from the Bombar corpse before proceeding to Mustard Boxy.
- Olive Flosty uses a mixture of Any% and 100% movement for the former and latter sections of the segment. You can choose to use Wheel and Fire, or you can do UFO Gobbler Mix and do the rest of the segment with it to save 11 seconds total.
- Cabbage Map, like in 100%, can be done either with or without Wheel. Doing it with Wheel is considerably harder and saves around 5 seconds.
- The latter half of Moonlight Batafire is generally done with Wheel in 100%. In All Goal Games Wheel is unnecessary for this segment. Instead, it's better to keep Missile as long as you can, then swap to Stone for downwards movement and for the miniboss fight.
Most minibosses will use Wheel to defeat them. There are a few exceptions:
- Segments with Missile tend to swap to other abilities like Stone or UFO.
- Boxer is dealt with using a double-star setup.
- Bonkers is defeated using Fire instead.
Candy Box Boxer Fight
You'll need to set up a double-star before the fight. Stand left of the wall, and eject your ability while facing right. Jump onto the platform right up against the wal and inhale as the star touches the wall. If this fails, back it up by reacquiring your ability and repeating this setup using the edge of the platform and inhaling the Sword Knight instead.
Once you enter the arena with a double-star, stand right next to Boxer without running into him. If you run into him, he has a much lower chance of moving away from his position early. Instead, wait until he moves into you and grabs you, or simply punches you. Then, once you're free and Boxer is moving, shoot your double-star at him to deal to hits and defeat him quickly.
Rope Platform Segments
If you want to use splits or remove the RNG factor from the run, you will need to learn the Phan Phan Wheel mix setup, as well as learn how to Droopy Juggle. Both segments are done as listed above without them changing places due to Kirby RNG.
If you want to take chances with the Kirby RNG, you face little risk as you can back it up safely if the Kirbys suddenly lose their ability or if they never acquire any. However, this does mean you still need to learn both tricks. In addition, since you take a detour mid run to do these segments, you cannot use normal splits during your runs.
Droopy Juggling
To begin, unwheel near the ladder and jump into the Droopy. The result should be that the Wheelie Droopy runs into you on the ground while you have i-frames and take knockback damage. Quickly climb up and inhale the Sir Kibble to get Cutter. Afterwards, stand under the floating platform where the Kibble was and keep track of the Droopy. It will either keep going, or instantly turn around. Watch until it turns around, and rush back down. The hard part now is to attack the platform without getting hit before the rope is cut, or having the Droopy drop with the platform or ride left off the screen and despawn. Doing all this successfully is all a matter of learning how to react to the Droopy's behavior, so make sure to practice this.
Phan Phan Wheel Mix
| This section contains information regarding mixes. For help with mix timings and general mix information, see Mix. |
Stand fully on the second breakable block and wait for the Foley to drop. Jumping is preferable since the Pengy has a small chance of attacking, however can make the inhale slightly harder. As long as you're inhaling in the air or are fully on the block without being too far left or right, you should not be hit by the Pengy. If something happens, simply reload the screen by moving right and left.
The mix itself is a slot 1 mix, meaning with a mash or well-timed double tap you should be able to get Wheel. If you press too early, you can try backing it up by waiting for the mix to scroll to slot 25.
Miscellaneous Notes
- Ending a Goal Game at the top of the screen rather than the bottom saves a few frames from you not having to fly through the screen at the end. This saves around 3 seconds over the course of all 16 Goal Games.
- Some Warp Stars at the start of Goal Games are faster to float and puff into rather than jump into. The ones where it's faster to float seem to be: Ocean, Moon Batafire, Ruins Boxy, Emerald, Candy Boxer, and Moon Boxy. The rest can be jumped into from the floor.