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). Be sure not to grab the enemy info card from the picnic unless specifically instructed to do so.

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:

  1. 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.
  2. 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.
  3. 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

To practice the manip starting at this stage, follow the instructions in the previous section

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

To practice the manip starting at this stage, reset the game and don't press anything until the opening cutscene plays. Skip the cutscene and mash A to skip the title screen, then go to 'Options,' 'Mini-Games,' and play single-player 100-Yard Hop. Immediately pause and choose 'Play Again' seven times, then quit as long as the puddle is on the third space. If not, reset and try again. Choose a file with 1-2 unlocked, then enter and immediately exit the stage once. After this the RNG value will be correct and the stage can be practiced.

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.

 

1-3

To practice the manip starting at this stage, reset the game and don't press anything until the opening cutscene plays. Skip the cutscene and mash A to skip the title screen, then play single-player 100-Yard Hop. Immediately pause and choose 'Play Again' seventeen times, then 'Play Another Game.' Keep choosing your character and then pressing B to exit and choose another character until the COMs are Kirby, King Dedede, Waddle Dee, in that order. If that combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 1-3 unlocked, go to 1-1, obtain single fire, and advance RNG twice, then exit the level. At this point the RNG value will be correct and the stage can be practiced.

 

Whispy Woods

To practice the manip starting at this boss, reset the game and go to the title screen, then wait until the first demo starts playing. Immediately press A to skip it and mash A through the title screen to get to file select. Play single-player 100-Yard Hop, then immediately pause and choose 'Play Again' 4 times, then 'Play Another Game.' Select 100-Yard Hop again and keep choosing your character, then pressing B to exit and choose another character until the COMs are either Kirby, Waddle Dee, Kirby, or Kirby, King Dedede, Adeleine, in that order. If either combination doesn't appear within a few iterations, reset and start from the beginning. If the first combination appears, choose a file with Whispy unlocked, go to 1-1, obtain double fire, then advance RNG twice and exit the level. If the second combination appears, choose a file with Whispy unlocked, go to 1-1, obtain double fire, then exit the level. At this point the RNG value will be correct and Whispy can be practiced.

World 2

2-1

To practice the manip starting at this stage,


   

2-2

To practice the manip starting at this stage,


     

2-3

To practice the manip starting at this stage,


       

2-4

To practice the manip starting at this stage,


 

Pix

To practice the manip starting at this boss,

World 3

3-1

To practice the manip starting at this stage,


 

3-2

To practice the manip starting at this stage,


     

3-3

To practice the manip starting at this stage,


 

3-4

To practice the manip starting at this stage,


 

Acro

To practice the manip starting at this boss,

World 4

4-1

To practice the manip starting at this stage,


       

4-2

To practice the manip starting at this stage,


 

4-3

To practice the manip starting at this stage,


   

4-4

To practice the manip starting at this stage,


 

Magman

To practice the manip starting at this boss,

World 5

5-1

To practice the manip starting at this stage,


   

5-2

To practice the manip starting at this stage,


   

5-3

To practice the manip starting at this stage,


     

5-4

To practice the manip starting at this stage,


 

HR-H

To practice the manip starting at this boss,

World 6

6-1

To practice the manip starting at this stage,


   

6-2

To practice the manip starting at this stage,


 

6-3

To practice the manip starting at this stage,


   

Miracle Matter

To practice the manip starting at this boss,

Dark Star and 02