RNG Manipulation

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Revision as of 18:45, 27 May 2023 by DarkRiolu27 (talk | contribs)
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Basics

In Kirby 64, RNG is reset to a value of 0 whenever the game is reset, which gives a consistent starting point for RNG manipulation. Actually starting a speedrun with a desired RNG value, however, is made difficult by the fact that RNG advances every frame during the game's opening screens, and only stops advancing during file select. This obstacle can be overcome by quickly skipping through the opening screens and going into the mini-games in any file, then having the COM select one to three characters. These characters will be randomly generated, meaning they will always be the same if they are chosen on the same RNG value. Runners can observe which characters are chosen to determine which value they are on and cancel out of the mini-game, then have the COM select more characters until the desired starting RNG value is reached.

Once a runner has obtained the correct RNG value, they can start the run on a new file and be able to force desired enemy and boss patterns by playing consistently. Kirby 64 is one of the only Kirby games in which an RNG manip has been carried through the entirety of the game by a human player. A significant reason for this is that RNG advances much less in Kirby 64 than most other Kirby games. Notably, inhaling does not advance RNG in Kirby 64, while it advances RNG rapidly in most Kirby games. Landing on the ground also does not advance RNG in Kirby 64. Because RNG does not vary much, it can be easier to stay on the correct value, as well as tell if the value is incorrect. The biggest obstacle to carrying a manip through the entire game is the picnic at the end of each level. When the picnic is loaded, RNG can jump to seemingly any of the 1,024 possible values. This value will always be the same if the level was finished on the same RNG value, but if the value was off by even one, the value after the picnic could be off by hundreds. This means that a player can be confident they are on the correct RNG value if they see the correct picnic, but will have virtually no chance of recovering the manip if an incorrect picnic appears.

100% RNG manip route

For a walkthrough of the 100% manip route, click here

For Curtissimo's video explanation of the manip route, click [here]

Known RNG calls

Following is a list of everything known to advance RNG in Kirby 64: The Crystal Shards:

Initiating Kirby's default standing animation will advance RNG by 1. RNG will advance within a few frames of Kirby being on the ground with no buttons being pressed after such actions as:

  • Jumping
  • Ducking
  • Sliding
  • Inhaling
  • Exhaling
  • Throwing something that Kirby is holding (which will advance RNG once on its own, and then advance it a second time if Kirby stands still afterward)
  • Kirby performing an idle animation (which will advance RNG at least once on its own, and then advance it again if Kirby stands still afterward)
  • Using a copy ability
  • Walking or running
  • Taking damage or getting knocked back
  • Climbing through a semisolid or up a ledge

Exceptions - RNG will not advance if the player stands still and:

  • Kirby is underwater
  • There is something in Kirby's mouth
  • Kirby is holding an object over his head
  • Kirby is at 1 HP
  • Kirby is teetering on a ledge
  • Dedede is being controlled instead of Kirby

Other actions that advance RNG by 1:

  • Throwing an object up or forward
    • The act of spitting out an object does not advance RNG
  • Entering a level
    • Does not advance RNG if Kirby is at 1 HP
    • Entering certain boss fights advances RNG more than once
  • Going through certain loading zones
    • If Kirby dies in a room that advances RNG when loaded (including the first room of a level), RNG will advance again
  • When a [Propeller] starts chasing Kirby, which only happens when he has a copy ability
  • An object spawning in the background while Kirby is in the foreground, and vice versa
  • When [Boneheads] descend after taking flight
  • When a [Spark-i] runs into a wall but is too far away to notice Kirby
  • When a [Glom] blinks twice
  • When a [Zoos] throws a lightning bolt (but not when it drops a raindrop)
  • Hitting the ground after being airborne in a Waddle Dee section
    • RNG will not advance if an action is taken immediately upon landing, such as jumping or taking damage
    • Initially entering the vehicle will advance RNG once as well
  • When a [Burnis] or [Frigis] drops a rock

The following advance RNG by 1 or more:

  • Kirby's idle animations
  • Whenever a [Sparky] jumps or attacks
  • Whenever a boss attacks
  • Dandelions occasionally advance RNG while spawned
  • [Flutters] advance RNG frequently once disturbed, but not beforehand
  • When an [Ignus] spawns, and sometimes when it hits the ground
  • Collecting an enemy card
  • When a [Bo] changes direction
  • Every shot from the stone + fire copy ability
  • Using the stone + cutter copy ability
  • Each piece of food that spawns from the ice + spark copy ability advances RNG by one
  • Both types of torpedo enemy advance RNG constantly while spawned
  • When enemies spawn in the [Tick] miniboss room in 3-1
  • Staying on the ground/water in a Waddle Dee section will occasionally advance RNG
  • The [Drops] spawning in the miniboss fight in 4-2
  • [Mopoos] that spawn constantly without being triggered by proximity
  • [Floras] advance RNG constantly while falling
  • The floor dropping during the [HR-E] fight
  • The cutter phase of [Miracle Matter] advances RNG often
  • The bomb phase of [Miracle Matter] advances RNG when the bubbles split apart
  • Each projectile in the spark phase of [Miracle Matter] advances RNG once
  • Each of [02's] attacks advance RNG at least once
  • RNG advances once every frame on the console and company logo screens
  • RNG advances once every frame on the title screen, starting at the same time the player becomes able to skip it
  • Allowing the game to play a cutscene by idling on the logo screens or title screen will cause the RNG to jump to a specific value, depending on the cutscene
  • RNG advances once for every COM character that is chosen before starting a mini-game
  • RNG advances multiple times when entering [100-Yard Hop]
  • RNG advances once when entering the [Boss Battles] mode, and then continues to advance as bosses attack
  • RNG advances rapidly while COMs are moving during [Checkerboard Chase]