K64:100% Manip Route: Difference between revisions
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After the [[https://wikirby.com/wiki/N-Z N-Z miniboss]], jump high enough to not disturb the first [[https://wikirby.com/wiki/flutter Flutter]] while using single fire. Throw the ability star to advance RNG once when combining for fireworks, but avoid standing still and advancing RNG a second time. Run along the ground after collecting the final crystal shard in order to disturb the last [[https://wikirby.com/wiki/flutter Flutter]] as soon as possible, then jump over the [[https://wikirby.com/wiki/Poppy_Bros._Jr. Poppy Bros. Jr.]] and do not slide into the loading zone. Avoid advancing RNG during or after the [[https://wikirby.com/wiki/Waddle_Doo Waddle Doo]] fight, putting the ability star into Kirby's mouth and spitting it out rather than throwing it to finish the fight. | After the [[https://wikirby.com/wiki/N-Z N-Z miniboss]], jump high enough to not disturb the first [[https://wikirby.com/wiki/flutter Flutter]] while using single fire. Throw the ability star to advance RNG once when combining for fireworks, but avoid standing still and advancing RNG a second time. Run along the ground after collecting the final crystal shard in order to disturb the last [[https://wikirby.com/wiki/flutter Flutter]] as soon as possible, then jump over the [[https://wikirby.com/wiki/Poppy_Bros._Jr. Poppy Bros. Jr.]] and do not slide into the loading zone. Avoid advancing RNG during or after the [[https://wikirby.com/wiki/Waddle_Doo Waddle Doo]] fight, putting the ability star into Kirby's mouth and spitting it out rather than throwing it to finish the fight. | ||
[[File:1-1 Picnic.jpg||The correct picnic for 1-1]] | [[File:1-1 Picnic.jpg| |The correct picnic for 1-1]] | ||
==1-2== | ==1-2== |
Revision as of 21:03, 29 May 2023
This article is a guide on how to perform the RNG manipulation for the 100% speedrun of Kirby 64: The Crystal Shards. For a general explanation on how RNG works in this game, click here
How to use this guide
In order to use RNG manipulation in a run, the instructions in the next section must be followed first, and then the manip must be carried throughout each level, with instructions on how to do so presented below. Kirby 64 takes so long to reset that it would typically not be worth it to try and recover the manip once it is lost, so the run must either be carried forward without the manip or restarted from the beginning. Because of this, it is recommended that runners who wish to learn manip do so sequentially, starting at 1-1, as trying to reset in the middle of a run to achieve a specific RNG value will most likely be slower than dealing with bosses' random actions. Unfortunately, since most of the timeloss due to random actions typically comes from bosses in the later worlds, runners have to learn and perform the majority of the manip before the largest timesaves can be taken advantage of.
The instructions for each level will start with a relatively consistent method to obtain the correct RNG value and copy ability starting from a reset; that way, runners can practice that level on console with the same RNG as during a run. Any time Kirby should advance RNG will be noted, as well as any noteworthy interactions with random enemies. For any sections of a level that do not have explicit instructions, the runner should simply use normal speedrun strats and not go out of their way to interact with or avoid enemies. Each section will end with a picture of the picnic or picnics that should appear if the level was ended on the correct RNG value (in some cases multiple RNG values will result in the same value after the picnic is spawned, even though the picnics themselves will be different).
Before the run starts
Reset the game and mash A through the opening screens to get to the file select screen as quickly as possible. It is recommended to keep a completed file in order to set up the manip before each run. Select any file and choose the mini-games option. Choose any mini-game on any difficulty and pick a character, paying attention to the characters the COM chooses. If the COMs are any of the three following combinations (listed from left to right - order matters), follow the given instructions:
- King Dedede, Kirby, Kirby: Either connect a second controller and choose two characters at once so that there are two COMs, then start the run, or enter and exit [Boss Battles] twice, then start the run.
- Kirby, Kirby, Waddle Dee: Either connect a second and third controller and choose three characters at once so that there is one COM, or enter and exit [Boss Battles] once, then start the run.
- Kirby, Waddle Dee, Kirby: Start the run.
If none of the above combinations appear, press B to exit out and choose another character. If no above combination appears after 3 iterations, the opening screens were not skipped quickly enough and the process must be restarted from the beginning. Once the run is set up, be sure not to play the wrong file or exit back to the title screen; otherwise, the game will have to be reset and the run will need to be set up again.
World 1
1-1
After the [N-Z miniboss], jump high enough to not disturb the first [Flutter] while using single fire. Throw the ability star to advance RNG once when combining for fireworks, but avoid standing still and advancing RNG a second time. Run along the ground after collecting the final crystal shard in order to disturb the last [Flutter] as soon as possible, then jump over the [Poppy Bros. Jr.] and do not slide into the loading zone. Avoid advancing RNG during or after the [Waddle Doo] fight, putting the ability star into Kirby's mouth and spitting it out rather than throwing it to finish the fight.
1-2
Run through the first two dandelions to destroy them and don't slide off of any ledges in the first room. Drop close to the ground near the end of the room and destroy the [Sparky] while it's in the air.