Mix

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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.

If you are looking for a page for a specific game, see this list:

List of Games that have Mixes

Links go to each game's mix page.

Kirby's Adventure
Kirby Super Star
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 looking intimidating, 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.

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.

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.

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

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.

Mix-alignment-chart.jpg

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