K64:100% Manip Route

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Revision as of 14:07, 27 May 2023 by DarkRiolu27 (talk | contribs)
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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 manip or reset. 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 speedruns 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).

Before the run starts

World 1

1-1

1-2

1-3

Whispy Woods

World 2

2-1

2-2

2-3

2-4

Pix

World 3

3-1

3-2

3-3

3-4

Acro

World 4

4-1

4-2

4-3

4-4

Magman

World 5

5-1

5-2

5-3

5-4

HR-H

World 6

6-1

6-2

6-3

Miracle Matter

Dark Star and 02