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Mix is the term used to describe the state in which Kirby initiates a roulette to obtain a random Copy Ability. This state can be achieved in most games by inhaling two or more enemies at once.

This page goes over general properties most games share regarding mixes, such as how they are timed, ways to make them easier, etc.

For mixes that are unique to a specific game and are completely different from the traditional mix roulette, refer to that game's page for its specific mix information.

List of Games that have Mixes

If you are looking for a page for a specific game, see this list. Links go to each game's mix page.

Main

Kirby's Adventure
Kirby Super Star
Kirby: Nightmare in Dreamland
Kirby & The Amazing Mirror
Kirby: Squeak Squad
Kirby Super Star Ultra
Kirby's Return to Dream Land
Kirby Triple Deluxe
Kirby Planet Robobot
Kirby Star Allies
Kirby and the Forgotten Land
Kirby's Return to Dream Land Deluxe

Spinoffs

Kirby's Dream Course
Kirby's Block Ball
Kirby Air Ride
Kirby's Dream Buffet

Games not included in this list do not have mix roulettes.

For more in-depth documentation on mixes, click here.

Introduction to Mixing

Most Kirby games that include mixing will start off the run with a mix. This is because, more often than not, a game's preferred speedrun ability will not be easily obtainable at the start of the game, so a mix will be done right off the bat.

Runners will mix for whatever ability has the fastest movement speed (whether that be Wheel, Wing, Jet, Tornado, etc.) to save time over waiting for an enemy wielding the ability to appear.

Mixing can be very intimidating, but despite seeming that way, they can become very easy with practice. There are also several methods to streamline the process and make them more consistent.

In most Kirby games, each ability will appear in the mix roulette for 4 frames. This means that there is a 4 frame window to select the desired ability in the roulette, which is about 1/15th of a second, so it is pretty tight.

If you are just starting out, don't feel discouraged if mixing isn't as consistent as you'd like it to be. Even for top runners, it can be a very difficult trick to get 100% of the time. Try to encourage going for mixes multiple times if they are deep into a run instead of resetting.

Mix Techniques

Mix techniques are essentially consistent timing methods. The options for mixing techniques are limitless, but these are most of the common techniques that runners will use to make mixes more consistent. There is no "best" method, as it all comes down to personal preference and what you find to be the easiest.

Retro and GBA/DS

Retro and GBA/DS games have set positions in their mix roulette, so consistent timing methods can be performed to get these consistently.

Tapping

A technique used by several runners. This involves tapping on your controller with your thumb, tapping the floor with your foot, etc. As long as you are physically performing an action in a rhythm, it should work.

Depending on how far away the mix is in the roulette, you can change the tempo / number of taps as you feel. A good way to find a consistent method is to open an emulator or official Nintendo release that has save-states, and just practice the timing over and over with the tapping method. After some trial and error, and a good amount of practice, it should come natural after a while.

For some games, there are community-made videos that simulate mix timings that can make it easier to practice. Rather than using save-states in an emulator, the video can be played to memorize the timing.

This video is a general overview of Kirby Super Star mixing. Skip to 0:46 for the tapping explanation.

Metronome

Similar to tapping in a rhythm, some runners will choose to use a metronome for mixing. This may be easier to do than the tap method as a metronome is producing the timing rather than yourself.

Using the Game's Music

On topic with rhythm-based methods, some runners will choose to count in rhythm to the game's music as a cue for mixing.

Saying a Phrase

A unique and funny method for finding a proper timing is to say a phrase out loud (or in your head) that matches the timing of your mix. This method may be better for those who have trouble keeping a consistent rhythm with the tapping method.

For example, one notorious line that works for the beginning wheel mix in Kirby & The Amazing Mirror is "Look at this graph" in tune with the song Photograph by Nickelback. As funny as it is, some runners legitimately do this to help during mixes.

Counting Ticks

For longer mixes, some runners simply count the in-game tick sound effects while in the mix roulette.

Modern

All modern games have a mix roulette that starts on a random point of the roulette, but has the same power up order (excluding Return to Dream Land Wii, which has completely random mixes).

These mixes also slow down as the mix roulette continues, so the entire duration of the mix is not a 4 frame window. Despite this, modern mixes are the hardest of them all due to their randomness.

Pause Buffering

This method can help with finding where you currently are in the mix. This is typically done by pressing the console's Home button to quickly open the Home menu. This allows for a quick glance of what ability the roulette is currently on, which can help with timing the ability.

Meme

Yes, we are inserting this meme into the wiki.

The reason why it is here is because it can be very informative to those who do not know the concept of mixing outside of one or two games. Many games do mixes differently.

 

Lawful Good: Kirby and the Forgotten Land

  • mixes have the same start point but only abilities you’ve inhaled before appear on the roulette

Lawful Neutral: Kirby & the Amazing Mirror

  • fairly balanced but you can’t auto-mix like in NiDL

Lawful Evil: Kirby Star Allies

  • same roulette order but random starting point, and you Wing Mix in nearly every category

Neutral Good: Kirby Super Star/Ultra

  • same mix roulette and starting point, roulette also lasts fairly long

True Neutral: Kirby's Adventure/Nightmare in Dream Land

  • same mix roulette and starting point, subjectively the most balanced mixes

Neutral Evil: Kirby Triple Deluxe/Planet Robobot

  • same mix roulette but random starting point, mixes are uncommon in these games though

Chaotic Good: Squeak Squad

  • 2 different types of mixes in this game and Candy Mixing is absolutely broken

Chaotic Neutral: Kirby 64

  • no actual “mixing” but you mix different abilities together into combo abilities

Chaotic Evil: Kirby's Return to Dream Land

  • random starting point, random roulette, and you need 3 enemies instead of just 2 to mix