K64:100% Manip Route

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This article is a guide on how to perform the RNG manipulation for the 100% 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

1-1

Practice Setup

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


Route

Obtain single fire from the Bobo at the start of the level. After the N-Z miniboss, jump high enough to not disturb the first Flutter while using single fire. Throw the ability star to advance RNG once when combining for fireworks, but avoid standing still and advancing RNG a second time. Run along the ground after collecting the final crystal shard in order to disturb the last Flutter as soon as possible, then jump over the Poppy Bros. Jr. and do not slide into the loading zone. Avoid advancing RNG during or after the Waddle Doo fight, putting the ability star into Kirby's mouth and spitting it out rather than throwing it to finish the fight.


See the video below for an example of a successful 1-1 manip:


Picnic that gives the correct RNG value

The correct picnic for 1-1

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 enter and immediately exit the stage once. After this the RNG value will be correct and 1-2 can be practiced.


Route

Run through the first two dandelions to destroy them and grab single fire as quickly as possible. If too slow, the next dandelion will advance RNG one extra time. Only drop near the ground when close to the Sparky at the end of the room and destroy it while it's in the air. the Sparky should be jumping straight up when destroyed; if it's jumping towards Kirby, RNG will be one value too far and the player must advance RNG one fewer time during the Adeleine fight. Climb the tree quickly, not advancing RNG and also killing the last Sparky.

Advance RNG 12 times during the first phase of Adeleine (11 if RNG was one too far). It's recommended to duck 8 times before destroying the first enemy, then stand still once after each enemy. Immediately stand to the right of where Ice Dragon will spawn. Kirby should start an idle animation before the painting becomes vulnerable. Stand still after hitting Ice Dragon once to advance RNG, then hold left during the second hit so that Kirby doesn't stand still. Finish it off in midair. Advance RNG 4 times before Dark Matter spawns, then advance RNG one more time after defeating it. Stand still to advance RNG one final time before grabbing the crystal shard.


See the video below for an example of a successful 1-2 manip:


Picnic that gives the correct RNG value

The correct picnic for 1-2

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 single 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

During this stage, only advance RNG by throwing away single fire to grab cutter and throwing single fire to combine for double fire. Don't advance RNG during Dedede's first phase and 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.


See the video below for an example of a successful 1-3 manip:


Picnic that gives the correct RNG value

The correct picnic for 1-3

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.


See the video below for an example of a successful Whispy manip:

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

Throw away double fire when grabbing stone. In the room filling with sand, advance RNG 13 times, then stand still to advance RNG one more time before transforming into stone until Waddle Dee arrives. Put stone into Kirby's mouth and hit the Sparky with it after the Sparky hits the ground. After grabbing the last crystal shard, do not kill the Sparky on your way out of the level.


See the video below for an example of a successful 2-1 manip:


Picnics that give the correct RNG value

The RNG values 2 before and 2 after the target value will also work.

The correct picnic for 2-1 Alternate picnic that also gives the correct RNG value

2-2

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' 16 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 King Dedede, Waddle Dee, Waddle Dee, 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 2-2 unlocked, go to 2-2, then walk towards the Sparky and inhale it as early as possible without running. Combine it with the Hack by spitting it out - not throwing it - and swallow the ability star, then exit the level. At this point the RNG value will be correct and 2-2 can be practiced.


Route

Jump over the first Sparky and leave it alive, then throw away stone + spark while waiting for the first pillar to fall. The next Sparky should do a big jump towards Kirby; slide off the pillar and puff to destroy it. Obtain single fire. In the last room before Dedede, use fire along the ground and eliminate both Sparkys ASAP. Throw away single fire before the Propeller starts moving towards Kirby, then eat it to get ice and don't advance RNG any more.


See the video below for an example of a successful 2-2 manip:


Picnics that give the correct RNG value

The RNG values 2 after and 4 after the target value will also work.

The correct picnic for 2-2 Alternate picnic that also gives the correct RNG value Alternate picnic that also gives the correct RNG value

2-3

Practice Setup

To practice the manip starting at this stage, reset the game and mash A to skip the opening screens and go straight to file select. Play single-player 100-Yard Hop and immediately pause and choose 'Play Again' 4 times, then 'Play Another Game.' Select 100-Yard Hop again and choose a character, and the COMs should be King Dedede, King Dedede, Waddle Dee, in that order. If not, reset and start from the beginning. Choose a file with 5-1 unlocked, go to 5-1 and swallow the Frigis after it drops 2 projectiles but before it drops a third, being careful not to advance RNG otherwise. Exit the stage and go to either 3-1, 4-1, or 4-3 to combine with stone by putting ice in Kirby's mouth and spitting it out, not throwing it. Swallow the ability star and exit the level. At this point the RNG value will be correct and 2-3 can be practiced.


Route

Re-enter 2-2 and jump over the Sparky, leaving it alive. Spit ice at the Hack, don't throw it, then swallow the ability star, exit the level, and enter 2-3.

Depending on how quickly you make it through the first room of 2-3, the group of 3 Bo enemies will move in different ways. The most common RNG values you will leave the first room on are 0x097, 0x098, 0x099, or 0x09A. The way in which the Bos react is as follows:

0x097: Left Bo should get frozen by the curling stone attack, Top & Right Bos will mostly stay in place. Finish the level without advancing RNG on your own.
If the Left Bo does NOT get frozen, it will bring you to 0x098, and you will need to advance RNG once before leaving the level.
0x098: Top & Right Bos will clump together, Left Bo will move slightly right. Advance RNG once before leaving the level.
0x099 (optimal): Top Bo will move diagonally up and left, Right Bo will move right, Left Bo will mostly stay in place. Finish the level without advancing RNG on your own.
0x09A: The three Bos will form a straight horizontal line. Advance RNG once before leaving the level.

In the room after the miniboss fight, the 4 star bits in the foreground will advance RNG once each when they are spawned into the game. An easy way to advance RNG once if needed before leaving the level is to perform a jumping curl into the right side wall of the tunnel that leads out of the room with the star bits. Once you hit the wall, the camera will pan back to the left and spawn 1 star bit back into the game and advance RNG once as the game transitions you to the next room. A visual demonstration of this is included in the video below (around timestamp 4:40).

Be sure to have at least 4 HP when exiting the level; if not, grab the Maxim tomato from the picnic.


See the video below for an example of a successful 2-3 manip and visual explanation of all the variations:


Picnics that give the correct RNG value

The RNG values 2 before, 2 after, 4 after, and 8 after the target value will also work.

The correct picnic for 2-3 Alternate picnic that also gives the correct RNG value Alternate picnic that also gives the correct RNG value Alternate picnic that also gives the correct RNG value

2-4

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' 2 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 all King Dedede. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 5-1 unlocked, go to 5-1, and swallow the Frigis after it drops 2 projectiles but before it drops a third, being careful not to advance RNG otherwise. Exit the stage and go to either 3-1, 4-1, or 4-3 to combine with stone by putting ice in Kirby's mouth and spitting it out, not throwing it. Swallow the ability star and exit the level. At this point the RNG value will be correct and 2-4 can be practiced.


Route

Advance RNG 6 times while waiting in the room with the first crystal shard. This should cause the pattern in the next room to be tree, star, cloud. Stand still to advance RNG once on the elevator after the Maxim tomato, then make sure not to let the Spark-i hit the wall after defeating the miniboss, even if that means destroying it.


See the video below for an example of a successful 2-4 manip:


Picnic that gives the correct RNG value

The correct picnic for 2-4

Pix

Practice Setup

To practice the manip starting at this boss, 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' 12 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 all Adeleine. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with Pix unlocked, go to 2-1, and combine 2 enemies that give abilities to get a double star, which will act as a substitute for curling stone. Be sure not to throw the first enemy at the second, or RNG will advance too far. Swallow the ability star and exit the level. At this point the RNG value will be correct and Pix can be practiced.


Route

Advance RNG twice right at the start of the fight, then put curling stone in Kirby's mouth. Jump over Pix's first attack but don't move for the rest of phase 1 until the very end. Move 4 platforms to the right and Pix should give the droplet pattern. Spit curling stone to the right and one-cycle the boss. Don't advance RNG after Pix is defeated.


See the video below for an example of a successful Pix manip:

World 3

3-1

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' 13 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, Waddle Dee, Kirby, in that order. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 3-1 unlocked. At this point the RNG value will be correct and 3-1 can be practiced.


Route

Obtain single fire from the first Bobo. When in the room with the Zebons, float quickly up the left side of the room, as going too slowly will cause the Zebons to advance RNG too much. You should enter the room with the Gloms on one of four RNG values: 0x221, 0x222, 0x223, or 0x224. In this room, use fire once, jump, and continue firing until you reach the solid platform right before the Poppy Bros. Jr.. Stop firing, WALK forward, and jump/fire through the bomb that will be thrown by the Poppy Bros. Jr. The slower walk forward will allow time for the Pengy to catch up to you a bit and avoid despawning.

The Gloms will react differently depending on which RNG value you entered the room on:

0x221: The FIRST Glom should blink immediately before attacking as you fly over it. Advance RNG 2 extra times before reaching the miniboss.
0x222: The LAST Glom should blink immediately before attacking as you fly over it. Advance RNG 1 extra time before reaching the miniboss.
0x223: NONE of the Gloms should blink before attacking as you fly over them. Do not advance RNG before reaching the miniboss besides throwing your Fire ability away.
0x224: The SECOND Glom should blink immediately before attacking as you fly over it. Do not advance RNG before reaching the miniboss AT ALL, including spitting your Fire ability away to avoid advancing RNG by throwing it.

Inhale both the Pengy and Poppy Bros. Jr. at the end of the room for the snowman power combo. Try not to destroy either of the Ticks before defeating the miniboss; however, if only 1 Tick is killed and respawned in the fight, you can fix RNG in the final room by sliding off of the platform that the Zebon shoots you up to and killing the Zoos enemy with a puff attack.

In the last room, slide off the second semisolid platform and jump over the Sparky, running down the slope instead of jumping over it. Go quickly so that the Sparky and Zebon don't advance RNG more than they're supposed to. Use the ability star to destroy the last Zoos by jumping into it, and grab the enemy info card from the picnic to advance RNG to the correct value for the next level.


See the video below for an example of a successful 3-1 manip and a visual explanation for all variations:


Picnic that gives the correct RNG value (Don't forget to grab the enemy info card)

The correct picnic for 3-1 (Don't forget to grab the enemy info card)

3-2

Practice Setup

To practice the manip starting at this stage, reset the game and mash A to skip the opening screens and go straight to file select. Play single-player 100-Yard Hop and immediately pause and choose '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 King Dedede, Adeleine, Waddle Dee, in that order. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 3-2 unlocked and enter the stage, then immediately exit. At this point the RNG value will be correct and 3-2 can be practiced.


Route

Destroy every dandelion in the first room and run, don't slide, off the semisolid platform above the Sparky. Inhale the Cairn and carry it into the next room, then spit it at the Bobo to get the volcano ability. Try to shoot exactly 8 volcano shots to destroy the block under the crystal shard and damage the large Kany twice, then grab the crystal shard and throw the ability star at the miniboss to finish it off. It is also acceptable to shoot 7 or 9 volcano shots, but the river ride in the next section will be different depending on whether you shoot 7, 8, or 9 shots. See the video below for a visual demonstration on how to handle each of these river rides. Do not advance RNG through the rest of the level after the river ride.


See the video below for an example of a successful 3-2 manip and visual explanation of each variation:


Picnics that give the correct RNG value

The RNG value 2 after the target value will also work.

The correct picnic for 3-2 Alternate picnic that also gives the correct RNG value


Alternate picnic that gives a workable RNG value

The RNG value 7 after the target value will result in this picnic. If this picnic is created, the RNG value will be one too far; however, 3-3 can be played normally while still getting the same results.

Picnic that gives an RNG value one past expected

3-3

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' 11 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 all Adeleine. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 3-3 unlocked, get single fire from 1-1, 2-1, or 3-1, and exit the level. At this point the RNG value will be correct and 3-3 can be practiced.


Route

Throw away fire when inhaling the Kapar, being sure to do it quickly enough that the Kapar's projectile doesn't break the ability star first. Don't advance RNG while combining for the shuriken ability or discarding it. Combine stone and cutter and defeat the miniboss. In the next room, Rick should be the first transformation. Break out of Rick and use the power again to get Pitch and break the wall. Transform again into Rick and climb the left wall. After getting the crystal shard, transform one final time on the next semisolid platform and use Pitch to fly through the last section.


See the video below for an example of a successful 3-3 manip:


Picnic that gives the correct RNG value

The correct picnic for 3-3

3-4

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' 5 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, Kirby, Waddle Dee, 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 3-4 unlocked, get cutter from 1-1 and combine it with stone from 3-1, making sure to spit out cutter to combine it instead of throwing it. Swallow the ability star and exit the level. At this point the RNG value will be correct and 3-4 can be practiced.


Route

Mash B at the very start of the level to transform into Rick. Hold right while falling through the water to get closer to the door to the next room, pull out your power combo around the time you reach the last Squibby enemy, and break the power combo star while entering the door to the next room. After this upcoming room, you should end on one of four RNG values: 0x331, 0x332, 0x333, or 0x334. As you swim with the Flopper across the room, keep track of how the boulders break, and you will be able to tell which value you are on:

0x331: 12 boulders will break. Boulders 8, 9, and 10 will break in succession. Spit the fish before leaving the room to stay on 0x331.
0x332: 12 boulders will break. Boulders 8 & 9 will break very close together, boulders 10 & 11 will have more of a gap between them. Throw the fish away before leaving the room, then inhale and throw a Glunk enemy two rooms later to reach 0x334.
0x333: 12 boulders will break. Boulders 8 & 9, as well as boulders 10 & 11, will break very close together. Throw the fish away before leaving the room to end on 0x334.
0x334: 13 boulders will break. Spit the fish before leaving the room to stay on 0x334.

If you left the boulder room on 0x331, wait for 1 extra boulder to hit the wall in the final room before leaving the level. If you left the boulder room on 0x334, do NOT wait for any extra boulders to hit the wall in the final room.


See the video below for an example of a successful 3-4 manip and visual explanation for all the variations:


Picnic that gives the correct RNG value

The correct picnic for 3-4

Acro

Practice Setup

To practice the manip starting at this boss, reset the game and mash A to skip the opening screens and go straight to file select. Play single-player 100-Yard Hop and immediately pause and choose 'Play Again' once, 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 King Dedede, Adeleine, Waddle Dee, 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 Acro unlocked, get bomb from 2-4 and exit the level. At this point the RNG value will be correct and Acro can be practiced.


Route

Finish Acro's first phase as quickly as possible, then the second phase should be the dive attack. Hit with 5 bombs before/during the dive, then get the sixth hit in as soon as possible after the dive, before Acro becomes visible. Discard bomb without advancing RNG.


See the video below for an example of a successful Acro manip:

World 4

4-1

Practice Setup

To practice the manip starting at this stage, reset the game and mash A to skip the opening screens and go straight to file select. Play single-player 100-Yard Hop and immediately pause and choose 'Play Again' 3 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 King Dedede, Kirby, King Dedede, in that order. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 4-1 unlocked, enter and immediately exit the level. At this point the RNG value will be correct and 4-1 can be practiced.


Route

Obtain single fire and advance RNG once by standing still on the first swinging log. Destroy all of the Floras in the last room except the last 2, and throw away fire when grabbing stone.


See the video below for an example of a successful 4-1 manip:


Picnics that give the correct RNG value

There are 2 expected target values depending on how long the Floras are spawned for that are 2 values apart. The RNG values 4 before and 2 before the first value, as well as 4 after the second target value will also work.

The correct picnic for 4-1 Alternate picnic that also gives the correct RNG value Alternate picnic that also gives the correct RNG value Alternate picnic that also gives the correct RNG value

4-2

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 play single-player 100-Yard Hop. Immediately pause and choose 'Play Again' 3 times, then 'Play Another Game.' Select 100-Yard Hop again and choose a character, and the COMs should be Kirby, Waddle Dee, Adeleine, in that order. If not, reset and start from the beginning. Choose a file with 4-2 unlocked, get stone from 3-1 or 4-1 and combine it with bomb from 2-4, being sure to throw the power when combining it. Swallow the ability star and exit the level. At this point the RNG value will be correct and 4-2 can be practiced.


Route

Go back to 2-4 and throw bomb at the Skud to get dynamite, then swallow the ability star, exit the level, and enter 4-2. In the Waddle Dee section, jump constantly and never advance RNG. Destroy all 3 Sparkys so that they don't continue to advance RNG either. In the final room, throw away the dynamite ability and stand still afterwards to advance RNG a total of 2 times while waiting for the moving pillars.


See the video below for an example of a successful 4-2 manip:


Picnic that gives the correct RNG value

The correct picnic for 4-2

4-3

Practice Setup

To practice the manip starting at this stage, reset the game and mash A quickly to skip the opening screens and go straight to file select. Select 100-Yard Hop and choose a character, then press B to exit and choose another character until the COMs are one of the following combinations, in order: Kirby, King Dedede, King Dedede; King Dedede, King Dedede, Kirby; or King Dedede, Kirby, Kirby. If no combination appears within 2 iterations, reset and start from the beginning. Once a combination appears, choose a file with 4-3 unlocked. If the first combination appeared, enter the level and then advance RNG once, then exit the level. If the second combination appeared, enter and exit the level. If the third combination appeared, no extra steps are needed. At this point the RNG value will be correct and 4-3 can be practiced.


Route

Don't advance RNG when combining for drill or discarding it. Allow the Bonehead to live so that it can advance RNG two times total. Don't advance RNG while combining for curling stone or at any point during the level. Adeleine should select top hat as the picture that needs to be created.


See the video below for an example of a successful 4-3 manip:


Picnics that give the correct RNG value

The RNG values 2 after and 4 after the target value will also work.

The correct picnic for 4-3 Alternate picnic that also gives the correct RNG value

4-4

Practice Setup

To practice the manip starting at this stage, reset the game and mash A to skip the opening screens and go straight to file select. Play single-player 100-Yard Hop and immediately pause and choose 'Play Again' 3 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 King Dedede, Kirby, King Dedede, in that order. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with 5-1 unlocked, go to 5-1, and swallow the Frigis after it drops 2 projectiles but before it drops a third, not advancing RNG otherwise. Exit the stage and go to either 3-1, 4-1, or 4-3 to combine with stone by throwing ice at the stone enemy. Swallow the ability star and exit the level. At this point the RNG value will be correct and 4-4 can be practiced.


Route

Get through the first room as quickly as possible. If done properly, you should enter the second room on one of three RNG values: 0x0B5, 0x0B8, or 0x0B9. No matter which value you get, you will want to reach the small room with the second crystal shard on 0x0FA. The signs on how to tell which value you are on, as well as how to handle them, are as follows:

0x0B5: The first Magoo in the second room will do a short hop out of the lava. Do not kill any of the Burnises through the rest of the room. In the Dedede section, hammer the 2 Bos on the left of the group of 3, and headbutt the third one. In the long room after the Dedede section, do not kill the second last Burnis until it has dropped 2 rocks. You should reach the small shard room at 0x0FA.
0x0B8: The first Magoo in the second room will do a high hop out of the lava. Kill the Burnis immediately after the first Magoo. Do NOT kill the final Burnis to leave the room on 0x0C9. In the Dedede section, kill all 3 Bos with one hammer attack. In the long room after the Dedede section, kill the second last Burnis once it has dropped 1 rock to avoid extra RNG advancements. You should reach the small shard room at 0x0FA.
0x0B9 (optimal): The first Magoo in the second room will do a high hop out of the lava, similar to 0x0B8. Kill the Burnis immediately after the first Magoo. Kill the final Burnis in this room to leave at 0x0C9, similar to 0x0B8. Carry out the remaining rooms similar to the 0x0B8 route.

Grab the crystal shard in the small room, making sure to have at least 2 HP so that Kirby advances RNG when the lava wall activates in the next room. Once in the next room, throw away curling stone and spit the Bobo to combine for double fire. Be sure to kill the final Burnis before entering the final room.

In the final room, float all the way up to the Sandman and kill it with a puff. Jump up, grab the crystal shard, and continue floating, staying near the left wall. Avoid killing the Bonehead, then get rid of double fire by throwing it upwards, destroying the star blocks in the way. Grab cutter on the way out of the level. If Kirby has one HP, pick up some health from the picnic to allow for RNG advancements in the Magman fight.


See the video below for an example of a successful 4-4 manip and in-depth explanation of all the variations:


Picnic that gives the correct RNG value

The correct picnic for 4-4

Magman

Practice Setup

To practice the manip starting at this boss, 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' 15 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, Waddle Dee, King Dedede, in that order. If the combination doesn't appear within a few iterations, reset and start from the beginning. Once that combination appears, choose a file with Magman unlocked, get cutter from 1-1, and exit the level. At this point the RNG value will be correct and Magman can be practiced.


Route

Advance RNG 5 times immediately, then take out cutter and prepare to spit it at the Magoo directly to the left of Kirby. After spitting it out, stand still briefly to advance RNG, then inhale the combination and stand still again after swallowing it to advance RNG again. Pull out the fire sword to hit the tentacle rising out of the middle of the stage 3 times. Throw the sword and stand still to advance RNG once, then pull out another one.

After finishing off the first phase, throw the sword and advance RNG three times before the second phase starts. In the second phase, hit Magman 1 time with the sword; jump to the right and throw the sword for the second hit; jump, pull out the ability star, and throw it for the third and fourth hits; and finally, while on the right half of the screen, jump, inhale 3-4 of the falling rocks, and spit them out at Magman for the final two hits. Do not advance RNG at all before ending the fight.


See the video below for an example of a successful Magman manip:

World 5

5-1

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' 21 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 all Kirby. If the combination doesn't appear within a couple iterations, reset and start from the beginning. Once that combination appears, choose a file with 5-1 unlocked. At this point the RNG value will be correct and 5-1 can be practiced.


Route

Get single fire and destroy the next 4 Frigises directly after. Don't touch any other Frigises. Keep jumping in the Waddle Dee section until you reach the Sparky, which should move in one of two ways:

If Sparky does a BIG hop to the RIGHT, advance RNG 2 times before leaving the sled section (stay on the ground when riding through Sparky, and again when grabbing the shard).
If Sparky does a SMALL hop to the LEFT, advance RNG 1 time before leaving the sled section (stay on the ground when grabbing the shard).

Be sure to take out the miniboss as quickly as possible, or too many Frigises will spawn and advance RNG more than they're supposed to. Be sure that every Propeller is activated and chases after Kirby in the area after the miniboss. In the final room, destroy the first Frigis after it drops 2 rocks, then leave the rest alive all the way to the end of the level. You should end the level on either 0x378 or 0x379, and both are acceptable as their picnics are only 1 value apart from each other and can be worked with in 5-2.


See the video below for an example of a successful 5-1 manip:


Picnic that gives the correct RNG value (0x378)

The correct picnic for 5-1


Alternate picnic that gives a workable RNG value (0x379)

The RNG value directly after the target value will result in this picnic. If this picnic is created, fire must be spat out instead of thrown when obtaining needle in 5-2.

Picnic that gives an RNG value one past expected

5-2

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' 15 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, Waddle Dee, Waddle Dee, 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 5-2 unlocked. At this point the RNG value will be correct and 5-2 can be practiced.


Route

Be sure to not make any mistakes in the crystal shard room with multiple Zebons. If you left 5-1 with the 0x378 picnic, THROW fire away when obtaining needle. Otherwise, if you left with the 0x379 picnic, SPIT fire away when obtaining needle. Put needle into Kirby's mouth before spawning the Sparky, then spit it at the Sparky right after it hits the ground but before it starts it's spark attack. After entering the miniboss room, WALK to the center and hit the miniboss twice for 4 damage total, also destroying the middle Propeller. Walk to the left and attack one more time to finish it off, then grab the crystal shard and finish the level. Only 4 total Propellers should have spawned in during the fight.


See the video below for an example of a successful 5-2 manip:


Picnics that give the correct RNG value

The RNG value 2 before the target value will also work.

The correct picnic for 5-2 Alternate picnic that also gives the correct RNG value

5-3

Practice Setup

To practice the manip starting at this stage, reset the game and mash A to skip the opening screens and go straight to file select. Play single-player 100-Yard Hop and immediately pause and choose 'Play Again' 15 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 all Adeleine. If the combination doesn't appear within a few iterations, reset and start from the beginning. Choose a file with 5-3 unlocked, go to 4-3, and combine the first 2 enemies to get a double star, also advancing RNG once in the process. Swallow the ability star and exit the level. At this point the RNG value will be correct and 5-3 can be practiced.


Route

Have Kirby pull out the ability star and hold it over his head before entering the first loading zone. Once in the next room, run right and do a full jump just before Kirby's feet touch the first white square on the ground to spawn in the Flora as early as possible. At the end of the first conveyor belt, do a full jump up onto the next conveyor belt and throw your ability star forward before landing. If done correctly, the Floras should advance RNG the correct amount to allow the best pattern from Adeleine.

In the next room, do a full jump over the third platform that has a Mahall on it to spawn the Glom above, and be sure to make all 3 Gloms attack when running past them on the second floor.

Defeat the miniboss quickly without advancing RNG, then wait for the Bo on the right to start moving straight down after moving down-left to enter the loading zone, not advancing RNG while waiting. If everything was done correctly, Adeleine should choose the first 3 switches to be pressed (red, brown, pink). Don't advance RNG when combining for drill but do make sure both Propellers activate and move towards Kirby.


See the video below for an example of a successful 5-3 manip:


Picnics that give the correct RNG value

The RNG value 2 before the target value will also work.

The correct picnic for 5-3 Alternate picnic that also gives the correct RNG value


Alternate picnic that gives a workable RNG value

The RNG value 2 after the target value will result in this picnic. If this picnic is created, RNG must be advanced 6 times in the first room of 5-4.

If this picnic is created, the player must advance RNG six times in the first room of 5-4

5-4

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' 5 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 all Waddle Dee. If the combination doesn't appear within a couple iterations, reset and start from the beginning. Once that combination appears, choose a file with 5-4 unlocked, go to 4-3, and combine the first 2 enemies to get drill, also advancing RNG once in the process. Swallow the ability star and exit the level. At this point the RNG value will be correct and 5-4 can be practiced.


Route

Take out the ability star before entering the factory and put it into Kirby's mouth. Swallow the ability as Kirby runs off the ledge before the semisolid platforms with the Rockn enemies. Go through the semisolid platforms as quickly as possible, and keep note of whether or not you killed the final Rockn enemy on the way down. Shoot drill downwards after clearing the last platform. Quickly run left and throw drill away, inhaling the Burnis before it drops a second projectile and swallowing it.

After the Dedede room, pay attention to which half the Flora enemies are on in their respective areas. This information, along with whether or not you killed the last Rockn enemy in the first room of the factory, will determine what value you left the first room on (watch the video for a visual example):

If you DID kill the Rockn:
0x1B4: BOTH Floras are on the RIGHT half. Need 12 RNG advancements before the final room.
0x1B5: LEFT Flora on the LEFT half, RIGHT Flora on the RIGHT half. Need 11 RNG advancements before the final room.
0x1B6: LEFT Flora on the RIGHT half, RIGHT Flora on the LEFT half. Need 10 RNG advancements before the final room.
If you DID NOT kill the Rockn:
0x1B7: BOTH Floras are on the RIGHT half. Need 9 RNG advancements before the final room.
0x1B8: LEFT Flora on the LEFT half, RIGHT Flora on the RIGHT half. Need 8 RNG advancements before the final room.

You will need to enter the final room of the level on 0x1D4. The value that you left the first room of the factory on will determine how many total RNG advancements you will need after the Flora section. The miniboss fight will give a minimum of 6 RNG advancements if you get through it as quickly as possible (large Burnis will drop 4 rocks, you will throw your ability away, and 1 Magoo will jump from the lava), and throwing your Cutter power to combine for Spark-Cutter will advance RNG 1 more time, for a total of 7 minimum required advancements. If you would like slightly more wiggle room to work with, it is recommended that you spit your Fire ability away after the Flora section instead of throwing it. Keep in mind that, in order to do the miniboss optimally, 4 health is required, as a few of the hits are performed by attacking while jumping into the miniboss itself. Also, in order to advance RNG in the room after the miniboss, you MUST leave the fight with at least 2 HP.

If you ONLY get the 7 required RNG advancements, you will be responsible for advancing RNG this many times before the final room:

0x1B4: 5
0x1B5: 4
0x1B6: 3
0x1B7: 2
0x1B8: 1

In the final room, the Zoos enemies should throw 3 lightningbolts total while you inhale the left one and spit it at the right one for a double Spark combo. Along with your Fire ability being thrown away, this will lead to a total of 4 RNG advancements, putting you on 0x1D8.


See the video below for an example of a successful 5-4 manip and visual explanation of all of the variations:


Picnic that gives the correct RNG value

The correct picnic for 5-4

HR-H

Practice Setup

TBD


Route

Do not advance RNG at all during the entire fight. In the first phase, HR-H will attack with Clap first, Slap second. Get 4 hits with the double spark attack on the Clap cycle, then spit the power combo at HR-H's Slap attack for a double hit to end phase 1.

In phase 2, inhale the 2 of the 4 missiles that HR-E shoots out and spit them at HR-E for a double hit. Inhale the remaining 2 missiles and spit them for another double hit. When HR-E shoots out 4 more missiles, inhale 2 of them to hold in your mouth until HR-E is done descending back down for the second half of phase 2. Spit the ability star at HR-E immediately for the final 2 hits of the fight, and grab the shard without advancing RNG.


See the video below for an example of a successful HR-H manip:

World 6

6-1

Practice Setup

TBD


Route

Throw fire away before inhaling the Ghost Knight. Do not advance RNG during the miniboss fight. Take your Needle power out as you are leaving the miniboss room to hold it in your mouth. In the room after the miniboss, avoid the Sparky and leave it alive. Jump over the first Shotzo and run off the next ledge so that Kirby bonks slightly against the star block underneath the next Shotzo. Make sure not to bonk into any walls unintentionally or the Flutters will advance RNG too much. With Needle still in Kirby's mouth, avoid the Propellers and run straight into the bomb that the Poppy Bros. Jr. throws to land perfectly in front of it. Spit out Needle to make the Bomb + Needle combination and swallow it. Take out the ability star while exiting the level to get rid of it.


See the video below for an example of a successful 6-1 manip:


Picnic that gives the correct RNG value

The correct picnic for 6-1

6-2

Practice Setup

TBD


Route

Go to 6-1 to get spark from the Plugg and exit the level. Don't throw the ability star when combining it with the Fishbone to get lightsaber. In the next room, bonk into the left side of the hole underneath the first Bo to despawn a Bo on the right side of the room, then, when exiting the water, do a full jump and hold right so that the Bo spawns and advances RNG twice. Stand still to advance RNG once while waiting for Adeleine's invincibility candy.


See the video below for an example of a successful 6-2 manip:


Picnic that gives the correct RNG value

The correct picnic for 6-2

6-3

Practice Setup

TBD


Route

Defeat every enemy in all 5 rooms as quickly as you can, EXCEPT for the Propellers at the end of the fourth fight room. Allow those Propellers to fully spawn in before killing them so that they can advance RNG once each.

In the third fight room, throw your ability star across the room to defeat the Kapar before combining Fire + Needle (do not advance RNG when combining these two). Shoot a fire arrow to reveal the shard in the center of the room, throw away your ability star, then combine the Plugg and Sir Kibble enemies without advancing RNG to get the lightsaber back.


See the video below for an example of a successful 6-3 manip:


Picnic that gives the correct RNG value

The correct picnic for 6-3

Miracle Matter

Practice Setup

TBD


Route

Make sure to one-cycle every phase, and as quickly as possible, or the manip will be at risk of being lost.

Advance RNG once at the start of the fight, then defeat Cutter with the lightsaber.

Advance RNG once after defeating Cutter, then defeat Spark with the lightsaber.

Advance RNG three times during Stone (stand still, throw power away, stand still), then defeat Stone.

Defeat Needle without advancing RNG.

Defeat Ice, then advance RNG once before Fire.

Defeat Fire without advancing RNG.

Defeat Bomb, then advance RNG once before grabbing the final crystal shard.


See the video below for an example of a successful Miracle Matter manip:

Dark Star and 02 (Zero Two)

Practice Setup

TBD


Route

Do not advance RNG at all on the way to the 02 fight.

When fighting 02, make sure not to miss any shots, or 02 will get an extra attack off, advancing RNG too far. Once 02's weak spot is exposed, shoot 10 sets of 4 crystals into it, then fly towards the bottom of the screen to get the one-cycle and finish off the fight.


See the video below for an example of a successful 02 manip: