K64:Ripple Star: Difference between revisions

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''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 Some strats may be outdated.''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 Some strats may be outdated.''


== 2-1 ==
== 6-1 ==
A mostly straightforward level with one annoying powerup combination.
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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After Whispy Woods, you should have double fire, and if not, there is a fire enemy towards the beginning that you can grab. The three clips show the double fire route for the first room. The route is designed so that you don't land on any enemies during the recovery period between double fires.
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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Once inside, float up to the ceiling and double fire across while grabbing '''Shard 1'''. A safer strat that's easier for getting the right height is shown on the right. In both instances, use the star piece as a visual cue. Afterwards, grab stone on the Cairn enemy below after throwing away double fire.
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.
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The Kacti miniboss takes four hits and is straightforward with the rock powerup. The fastest way to grab '''Shard 2''' is to use the powerup twice, ending farther left by the time of the fourth hit. Note that the animation where Kirby comes out of stone form also does damage and even has a larger hitbox. An easier strat, as shown on the right, just involves standing underneath the miniboss in stone form.
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After exiting the autoscroller, there will be a cliff and a hill. Puffing right before hitting the ground cancels the nosedive animation, and since both uphill and downhill slopes slow down Kirby, jumping prevents you from losing speed. By far the scariest part of this level is combining with the Sparky at the end of the hill. There are many ways the Sparky can move, and missing the throw means resetting the level. Afterwards, run back across the hill and break the barrier with the yoyo to get '''Shard 3'''.
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After climbing the hill once more, make it through the gauntlet of enemies. It's fastest to go underneath, as shown on the left, but floating up and running on the blocks doesn't lose too much time, either. The yoyo is helpful for clearing out enemies, but keep in mind that you get sent back to walking speed after using it.


== 2-2 ==
== 6-2 ==
A suspenseful level, though not much is going on, with much of the difficulty avoided by the lightsaber.
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Wait for the first column to fall and run underneath the rest. You can get underneath the first column, but it requires triggering it late with a precise jump. Waiting gives you time to throw away the yoyo powerup, which is useful for clearing the Sparky and Kacti enemies earlier in the level. If you're not comfortable with jumping underneath the Bouncys (middle), you can keep the powerup longer and get rid of it later (right).
Prior to entering this level, backtrack to 6-1 to get spark.
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Navigate through the mini maze to get '''Shard 1'''. There are several possible variations not shown here, such as floating up versus jumping up, or changing where you use fire.
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.
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In the next room, fire across the abyss to get '''Shard 2'''. In the next room, I like to do one fire on the ground to get the right spacing for avoiding the Kapars, but this requires relatively consistent single fire canceling. Take the last of the crushing platforms up to get closer to the exit.
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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In the Dedede section, it's faster to jump up the chains instead of climbing up them. It's easiest to damage boost off of the Galbo's fire breath to get up, but if you're low on health it's possible to jump past it. After grabbing '''Shard 3''', jump before the pit to both save time and to avoid waking up the other Galbo too early. In some of the chain jumping sections, you can reduce your horizontal momentum by turning around twice to grab the chain at a better location.
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.


== 2-3 ==
== 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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Before entering the level, backtrack to 2-2 to get drill.
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.
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In the first room, use drill to get running speed as you enter the level, but keep in mind that you can get stuck on the entrance. Drill is useful for clearing out the many enemies in the beginning of the room. The first instance is using the drill on the first set of Boneheads. Depending on when you started the drill at the very beginning, it's possible to clear all four of them before letting go of the drill, but since it travels faster than you once you let go, you might as well do it as early as possible. The second drill comes after the Galbo, right before the block. If you do it too early, the second Bonehead might not get hit.
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.
 
Also in this section is a rare exception to the slope mechanic. Since they appear to be flowing hills of sand, it's faster to run down these small slopes instead of jumping over them. Once you reach the big skeleton, use the drill to break the stone block, get rid of your powerup, and grab '''Shard 1'''. After dropping into the hole, take the path to the left. In the miniboss strat shown here, the third fire attack skims the bottom of the Fishbone so that the fourth fire (which is shorter and also slowed down by holding right) lands you right on the exit. Four "direct" hits is probably less than a second slower. After the fight, grab '''Shard 2''' on the left.
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The next two rooms are just tests of single fire, but there are some small optimizations at the exits. In the first of these two rooms, it's possible to slide from flat ground onto the slope, causing you to get into the loading zone faster than just sinking in the water. For the other room, try to spend as little time in the water, but don't go too far to the right or else you'll waste time sinking in the water.
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The water sections can be sped up a little bit with a few fires. For '''Shard 3''' you can duck in the crevice with the Fishbone. You can also swim to the right of the skeleton piece that drops, but it's slower. Notice that while swimming up to it, Kirby doesn't need to slow down, even when the Fishbone attacks. After grabbing the shard, you can fit in three fires before reaching the exit.
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.


== 2-4 ==
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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At the beginning of the level, toss fire and grab bomb. We toss fire here because it's really slow to do so underwater at the end of 2-3. After getting past a few enemies, let the Nruff pass you and then jump on the edge of the purple platform. In the elevator section, float up and damage yourself on these two shotzos. The gap between the shotzos is enough such that usually you won't lose your powerup, but it's still possible. To ensure that the powerup isn't lost, wait for Kirby's "panic" animation to show up before doing the second damage boost. Of course, if you're low on health, do fewer hits.
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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The strat shown on the left is what some of us refer to as "TAS Blocks". When you get the jumps correctly, it's faster to fall in and grab '''Shard 1''' before combining for lightbulb. I like to do a short hop after the ledge grab to fall into the hole faster, but there's a small risk of jumping too high and faceplanting. In 100%, it's always better to go to the left side because the backup (right), where you grab the powerup first, is no faster if you start on the right side. When combining for lightbulb, keep in mind that the Spark-i can shoot at you, breaking your powerup if thrown. I also like to jump before inhaling because the powerup bounces up when it just gets combined.
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Using the lightbulb, light up the panels in the background and press the corresponding switches for '''Shard 2'''. The switches don't have to be pressed in order, and you can jump after pressing a switch to cancel the animation. Since walking speed with lightbulb is really slow, you should immediately stop using it once you've memorized the images. After exiting by jumping up the ladder, float up and skip the whole room. When on the elevator, take out the powerup in preparation for the miniboss.
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During the miniboss fight, we want to defeat it as quickly as possible while getting double spark, a powerup useful for Pix. The lightbulb can be used to deal two damage, while we swallow a mini Spark-i to do the remaining two hits. My strat is shown on the left, while a safer variant is in the middle. A crazy idea to save a few seconds is to just fight the miniboss with lightbulb (right), risking huge potential time losses in the Pix fight. In all cases, jumping up the ladder is faster than floating up.
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In the last room, it's fastest to jump up the poles. The spawn pattern on the right is tougher than that of the left, so unless you want to save the amount of time it takes for Kirby to turn around, it's better to go to the left.
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:Pix|Pix]]'''
'''[[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