K64:Any% Manip Route

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This article is a guide on how to perform the RNG manipulation for the Any% speedrun of Kirby 64: The Crystal Shards. For a general explanation on how RNG works in this game, click here. It is recommended that players learn the normal speedrun route before attempting any RNG manipulation.


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 randomness 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 each 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 use normal speedrun strategies 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 will indicate that the RNG value is correct, starting with the picnic that will appear if the manip was performed correctly (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). Any picnics that give an RNG value nearby the target value will also be shown. If there is more than one level-end RNG value that will result in the correct or a usable value after the picnic spawns, the distance between those RNG values and the target value will be noted. The enemy info card from the picnic should not be collected 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 immediately 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 immediately 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 choose more characters, play a mini-game, 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

This manip aims for the same end-of-level RNG values as the 100% manip for world 1, meaning all of the same picnics will be the same for world 1 in both routes.

1-1

Practice Setup

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


Route

Inhale the Bobo at the start of the level, and spit it at the next Bobo to obtain double fire. After the N-Z miniboss, jump high enough to not disturb the first Flutter while using double fire. Quickly start running and slide into the loading zone to the Waddle Doo fight so that the Flutter doesn't advance RNG too much. The RNG should be on one of two values at this point, both of which should work. Avoid advancing RNG during or after the fight.


Picnic that gives the correct RNG value

 

1-2

Practice Setup

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' 7 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 obtain double fire from 1-1 without advancing RNG after entering the stage. After this the RNG value will be correct and 1-2 can be practiced.


Route

Run a short distance, jump, and use double fire, trying to land on the second dandelion to destroy it quickly. If too slow, that dandelion will advance RNG an extra time. Slide off of the last stump and quickly use double fire to fly over the Sparky at the end of the room, which should do a small jump. If the Sparky jumps into Kirby, RNG will most likely be 2 values behind, and will need to be advanced 2 extra times at the start of the Adeleine fight. Climb the tree quickly, not advancing RNG and jumping over the last Sparky, which should jump away from Kirby.

Advance RNG 7 times during the first phase of Adeleine (9 if RNG was 2 behind). It's recommended to duck 3 times before destroying the first enemy, then stand still once after each enemy. Immediately stand to the left of where Ice Dragon will spawn to advance RNG once. Adeleine should only nod once after waving her brush. In this case, advance RNG 5 times before Dark Matter spawns. If Ice Dragon was beaten slowly and Adeleine nods twice after waving, advance RNG 4 times before Dark Matter spawns. Advance RNG one more time after defeating it. Stand still to advance RNG one final time before grabbing the crystal shard.


Picnic that gives the correct RNG value

 

1-3

Practice Setup

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' 17 times, then 'Play Another Game.' Select 100-Yard Hop again and keep choosing a character, then pressing B to exit and choosing 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 double fire, and advance RNG twice after entering the stage, then exit the level. At this point the RNG value will be correct and 1-3 can be practiced.


Route

Advance RNG twice before Dedede performs his first attack. It's recommended to do both advancements at the start of the fight to avoid losing time, but the advancements should theoretically work no matter where in the level they are performed. Land the third hit as Dedede jumps to do his hammer attack, then advance RNG once. Finish off Dedede as quickly as possible and don't advance RNG any further.


Picnic that gives the correct RNG value

 

Whispy Woods

Practice Setup

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, but if the COMs are Waddle Dee, Adeleine, and Waddle Dee, in that order, press B and choose a character again, then enter the game. Immediately pause and choose 'Play Again' 4 times, then 'Play Another Game.' Select 100-Yard Hop again and keep choosing a character, then pressing B to exit and choosing another character until the COMs are Kirby, King Dedede, Adeleine, in that order. If the combination doesn't appear within a couple iterations, reset and start from the beginning. Once that combination appears, choose a file with Whispy unlocked, go to 1-1, obtain double fire without advancing RNG after entering the stage, then exit the level. At this point the RNG value will be correct and Whispy can be practiced.


Route

Jump over the Whispy Jr. to the left, then use double fire to the left, damaging both that Whispy Jr. and the one to the left of it. Turn around and double fire to the right, hitting the same two Whispy Jr.s, then hit the third one twice. RNG should not be advanced by Kirby at any point during the fight. Whispy should give roots first and no puffs and must be 2-cycled to end with the correct RNG value.

World 2

2-1

Practice Setup

To practice the manip starting at this stage, 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, but if the COMs are Waddle Dee, Adeleine, and Waddle Dee, in that order, press B and choose a character again, then enter the game. Immediately pause and choose 'Play Again' 6 times, then 'Play Another Game.' Select 100-Yard Hop again and keep choosing a character, then pressing B to exit and choosing another character until the COMs are Waddle Dee, Kirby, Kirby, in that order. If the combination doesn't appear within a couple iterations, reset and start from the beginning. Once that combination appears, choose a file with 2-1 unlocked, go to 1-1 or 2-1, obtain double fire and advance RNG twice after entering the stage, then exit the level. At this point the RNG value will be correct and 2-1 can be practiced.


Route

Advance RNG 10 times in the room that fills with sand. It is recommended to advance RNG 8 times at the start of the room and once while waiting for Waddle Dee, then ducking to avoid idle animations so that Kirby advances RNG the final time when Waddle Dee spawns and forces Kirby to stand up.