The Hardest Kirby Speedrun: World Record Explained

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It's the mid 90's, and you’re actively looking  for the next hottest game to play. Up to this   point you’ve mainly been a fan of the  collection of Mario titles released so   far - but what else is being released to compete? I heard that Sonic guy is making a bit of a name   for himself with multiple releases already,  and those Sony guys seem to be promoting some   promising new adventures, but that's quite a  bit of a leap - What about Nintendo's offerings? You had companies like Rare and Capcom providing  many new experiences - but that was far from the   entire Nintendo platformer scene up to this  point...what about this silly pink blob?  In 1992, players had their very first  taste at a completely new world thanks to  Kirby's Dreamland on the Gameboy, and with  it selling over 5 million units when all was   said and done, it was safe to say that this  was the birth of a completely new series. Over the next couple years it wouldn't  just get another Gameboy release,   but also on Nintendo's other systems at the  time: the NES and Super Nintendo. With the   latter being my main focus for today,  I want to talk about debatably the most   important and influential of all the games  released on said platform: Kirby Super Star. Over the years, not only has this game been  enjoyed enough to the point of getting a   remake a decade later, but still has  a community dedicated to exploring,   routing, and trying to speedrun the game  as fast as possible. A lot of people who   have run the Kirby series enough have  debated that this particular title may   in fact be the most difficult of them all, with it  notoriously being very RNG heavy and fast paced. Today, let's dive into the current fastest  ever completion of Kirby Super Star,   and analyze why this run is as  challenging as people say it is. So before I simply dive straight into the run  itself, I want to talk about some different   things. Those being: the basics of the game,  the route that this world record run uses,   and lastly - some quick other notes  to know before watching the gameplay. Instead of this being one consistent game  start to finish, Kirby Super Star consists   of six sub games with various rules and goals,  with there additionally being some other bonus   game content like a Boss Endurance mode. Like any standard Kirby platformer title,   the main things you need to know  in order to play as Kirby is:  Being able to swallow enemies  which gains you different powers   corresponding to what you swallowed. Being able to perform a type of hover fly  With those two points being far from the  only thing you can do, you can control   Kirby in other ways like exhaling whatever is in  Kirby’s mouth, or being able to perform a slide. Getting the simplest of basics out of the  way - let’s get into more of the actual run.  Today, we are talking about the fastest completion  category of the game - which happens to be Any%.   The record in this while making is a 33:01  by Yotta - a person who over the previous 5   years has not only held onto this record - but  has repeatedly beat it - not just a few times,   but a total of 19 improvements  now as of the beginning of 2024. Moving to what the route of this Any% world  record actually entails. Let me simply state   which sub-games are played, and then we can  dive further in towards what each actually is. The route requires you to complete  only four of the sub-games out of   the starting list. This is not the  same four that are unlocked from the   very start - with Spring Breeze and Gourmet  Race not being required to beat the game. This leaves the other two  options which are required:   Great Cave Offensive and Dyna Blade - with the  first half of the route starting in this order.  Following this, Revenge of Meta Knight is played,   which requires Dyna Blade to be completed  first. With the final sub-game, Milky Way   Wishes requiring not just Great Cave Offensive  to be finished, but also Revenge of Meta Knight. Real quickly, if you’re interested in  more speedrun content similar to this,   I recommend subscribing to the channel… Anyways - we got the route out of the way,   so now it’s time to get to properly analyzing the  run, level by level, and strategy by strategy. To start up a new run, players can  either do a standard game reset,   or perform a “soft reset” within the  game by pressing the button combination   Left + Right + Start + Select. It’s  important to note that all types of   resetting were previously banned, with it  not being lifted until November of 2022.   There’s different reasons why this may have been  previously restricted, such as players possibly   wanting to keep the integrity of the run being  a consistent start to finish full playthrough. Entering the actual run, you may remember I  said ‘Great Cave Offensive’ is entered first   even though the required Dyna Blade  is also available from the get-go. This is done for some important reasons. The  first relates to what is called “mix” which   describes the function of Kirby being able to  get a random copy ability after swallowing more   than one enemy at once. This is activated by the  player through a roulette wheel that pops up once   swallowing the enemies. I’ll get into this more  in not too long once getting into the actual run.  The second reason this sub-game is done  first is due to two repeating bosses in   the game being RNG: “Fatty Whale” and  “Battle Windows”. Just like the mix,   I’ll get back to this once we get  to the appropriate point in the run. Immediately as the run starts, you  have to skip tutorials entering the   first sub-game. When selecting  “no” for the first tutorial,   you are presented a second one, which  is skipped with a buffered start input. Within the first minute of this run you’ll also be  introduced to tons of minor optimizations that all   add up. The first is the simple fact that Kirby  runs at a faster horizontal speed while having   something in it’s mouth. This is intertwined with  another seemingly minor, but actually important   piece of tech. By intentionally getting as close  to an enemy as possible before inhaling it, you   minimize how long Kirby is in this “inhale state”.  The quicker an enemy can get into Kirby’s mouth,   the sooner you can continue to move again. Another instantly observable piece of tech   is intentionally sliding of this ledge - with  it cutting off the end of said slide. Typically   sliding on its own is slower, but ledges can avoid  the end of the slide that drags if timed well.   Sprinkled between all this tech is the important  “mix”. With these two “Birdon” enemies being   positioned in a way to swallow them at once - a  roulette appears which spins between different   possible abilities. If you’re not familiar at  all this may seem like a random roll of the dice,   but this roulette can actually be stopped.  While it is challenging, with enough practice   you can get any desired ability at a consistent  enough rate. In this case, the goal is the wheel. Collecting this ability leads to a plethora  of even more movements you can take advantage   of such as a “turn” or “pivot boost” -  where you get a quick speed boost when   timing an opposite direction input. There is also summoning wheelie,   which happens to be the fastest for horizontal  speed, but has very poor mobility going up and   down. Fortunately this first sub-game’s  layout works out pretty well using this. Using this ability brings us to the first, and  definitely not last, mini-boss in the game. If   you blink, you may miss even seeing this first  one - because you can instantly kill it thanks   to being in a “high jump” state under said boss.  This is achieved by footstooling off a Helper,   which puts you in a state which can hurt  enemies and instantly kill minibosses if you   are underneath them. Grabbing the hammer from this  mini-boss is very important for upcoming bosses. Getting back on wheelie, the level immediately  presents multiple more ladders that require you   to go up and down. This can be a bit annoying  with wheelie due to needing to climb down   slightly before going through them. Additionally  you can “ladder bonk”, which requires jumping   into the one tile gap the ladder resides in.  This allows you to go up as soon as possible. Double tapping the d-pad doesn’t have  any correlation with this trick - you   don’t need to do that in order for  this to work. The double tap d-pad   is just so that Wheelie starts his wheel  attack a bit quicker than if he wasn’t   dashing (there is no additional horizontal speed  added to his attack either, it's strictly used   to save a few frames on starting the attack) Before approaching another boss, we can observe   another piece of important movement knowledge  that may be easily overlooked. Downward slopes   carry momentum into the air, which is why  they are abused in this room. When jumping   with the wheelie, you will actually get  hit in the air if you hold the B button,   which means that when jumping, it’s  important to let go as soon as possible   in order to avoid this damage. Don’t ask  why this happens, it simply just does. And now we get to what can be considered the  first major choke point in regards to RNG:   Fatty Whale. It can do one of two patterns:  1. The Ball, which is what you ideally want,   and 2. The Flop, the less desirable outcome.  Here in Yotta’s record, he got the better one.   Besides just the patterns, there are  so many ways to kill Fatty Whale,   with a comparison of different strategies being  made. Yotta does the “Shin+Celabeat” pattern,   which is named after ShinKuribo - a  fellow Kirby runner. A notable thing   to mention doing this is the fact that the  last hammer flip hit is only a 3 frame window. Conquering the boss, this follows with many  more pieces of tech - mostly wheelie related.   In the following room you’ll immediately see  Yotta jump a lot, and this is because wheelie   jumping results in giving a slight speedboost.  He eventually hops off it which makes the next   water room possible to traverse. After getting through the water,   Yotta immediately has to move downwards to  progress forward, and can do this thanks to   pressing down to go through platforms -  with him moving right while falling here   to lessen the amount of time Kirby will stand  on the platform waiting to fall through it. Getting back to the wheelie,  it is put in a “jump higher”   mode. Wheelie will enter this if  you jump while in a dash state,   and press Y immediately after. This makes  this jump up to the higher platform possible. This takes us towards the next boss on the list:   Battle Windows. Each Windows boss  here has a 25% chance of attacking   first - with each of these costing between  3 and 12 seconds depending on what happens.  The first is Slime, which he kills in one  hit. This happens to be a four frame window.   You can do this by using the wind-up  of Hammer Flip to do a bit of damage,   then the final blow is what finally finishes him  off. This is thanks to having low-enough health.  Secondly is Puppet which is taken care of with  a Hammer Swing, which leads to the final enemy:   Magician. With it needing two hits after a  Hammer Swing, the best option here is using   the back hitbox of the standard Hammer move. While that may be the end of another boss,   Great Cave Offensive is not over yet. Exiting the  fight, the old tower section is skipped with this   not being required in any% - which leads to a few  more things before finishing this sub-game up.  Dropping through some platforms with Wheelie,  Yotta intentionally shields and unshields,   which allows you to drop through them  faster, It saves even more time with   Wheelie Rider in comparison to solo Kirby.  Wheelie notably has a faster fall speed. Traversing through a handful of more rooms,  Yotta approaches the final boss here - Wham   Bam. The timing on this boss is key, as you want  to start revving with Wheelie the moment the hand   appears. If you do it too soon you won’t do  as much damage, and if you do it too late,   you will get hit and deal zero damage. Yotta deals enough damage here to be able   to kill Wham Bam with a Hammer throw, with  the hammer not being needed anymore. With   the boss being defeated, it’s time to leave, and  ends with a section that can be easily cleared   with Wheelie. Wheelie can jump in the air like  any other Helper in the game, and only gets a   certain amount of full-height jumps in the air,  until eventually switching to shorter ones. Said   jumps can be restored by bonking into a ceiling,  which allows you to get out of this ditch using   full height jumps. All that is left now is  holding start to skip the ending cutscene. Instantly jumping into the next sub-game,  Dyna Blade, this can quickly be entered   thanks to buffering the cursor, and mashing to  enter. Holding down B on the world map here,   levels can immediately be entered. The first level immediately starts with   another Mix setup, with it this time being Jet. When airborne with Jet, you can be in two states:   No Dash or Dash. When jumping from a dash, you are  able to do semi-charge Jets immediately, and when   chained together are called “Jet Strings”. With a new ability, there’s plenty of other   important things to point out with it - such  as ladders behaving in a weird fashion with   Jet. Jetting towards them in a dash state will  immediately put you on the ladder when holding   up - with a lack of dash state not doing such. This tech is followed with what is called a   redline, a real term referring to a Jet going  faster than its maximum safe speed. In this game,   it refers to when you take the momentum  of Jet, and use it for horizontal speed.  We can see this being used in the following room  as well, leading to another quick miniboss - Chef   Kawasaki. Similar to the Bonkers fight  in Great Cave, Kirby can enter a “high   jump state” by using Jet, which instantly kills  mini-bosses. This mini-boss can be killed very   quickly - doing what is a very early corpse kill.  Yotta just barely hits it while it is airborne.  Beating this reveals the first, and very  much not last “goal game”, which appears   after clearing levels in this sub-game.  This can give you a wide range of prizes,   but to simply get this over with for the speedrun,  runners simply mash all four action buttons to   immediately get shot out of the cannon. Entering the second stage, it immediately   starts with a setup for the most broken thing in  this run up to this point - setting up for a wall   clip. The setup goes as follows: You first break  the top block here with Jet Sparks which gives   you a hole to Jet jump out of and also reach a  bomb block. After jumping, you summon helper and   go high enough that the CPU Helper teleports to  you. This CPU will only latch onto Kirby if he   is floating downwards. Once latched on, start  approaching the wall and face left while using   the momentum to go inside. With Jet Helper’s  hitbox only facing in front of you, turning   around allows y ou to enter the wall, allowing  you to go out of bounds upwards to the door here. This clip has a bit of a history, with  it originally only being thought to be   possible with the Ice and Mirror  helpers due to their hitboxes,   but JetToast later found it was possible to clip  with Jet too. This led to a change in route using   this discovery. The trick in its current fashion  is known among runners as “Any Partner Clip”. The next room after this regrabs Jet from  Helper. Moving backwards to grab it here   may seem counterintuitive, but it allows  you to swallow Jet faster. Additionally,   you can jump out of a dash to  start up Jet Strings immediately. This level has yet another notable  skip - this time completely avoiding   a miniboss. While breaking this wall  with Jet Fumes, you can charge and go   off screen. If you are not in the bounds  of the screen, the boss won’t even spawn. Entering the third stage, it features multiple  more redlines, with the tight spacing making   this beginning difficult. Eventually running  into a room where you’re forced to run down   sloped hallways, Due to the download slopes,  Jet Kick is the better choice over Jet Charge,   with the former sending you  forward instead of downward.  Reaching the end of the room, Yotta has to  break this bomb block, and before they break   he slides off the blocks so he can get  closer to the door while charging Jet.  With this over, it's back to some more redlining,  and some really quick mashing up a ladder. Jumping into the fourth level, Yotta early  on opts to pick going to the right over the   left in this room, with redlining being so  overpowered. Getting to the top of said room,   it ends with him using Jet into the feather  projectile so that he doesn’t get hit by it,   and has a neat setup for the bomb block break. Following this with a very short room,   this leads to perhaps the worst  room in the game: The Tac Room,   named after the enemy of the same name which  appears a bunch here. Using a few redlines to   help get past this, the last one performed is  pretty tricky due to the room lagging a bit,   as well as the factor of lava  being under the breakable block. This leads to the final stretch of this level,  with it starting off in a room with three   minibosses. All of them are skipped, with Yotta  going off-screen once again. All that is notably   left in Dyna Blade is..well…defeating Dyna Blade.  Grabbing these stars here are notably difficult,   with their jank hitboxes requiring  you to position in a specific spot. Yotta sadly barely missed a major time-save which  is RNG reliant. This crazy head spring attack is   one of many possible attacks - with this specific  attack allowing for a one-off kill. Yotta gets the   RNG, but misses the final hit of the star by a  few frames. With that not happening, the boss   requires slightly more work to be defeated  - with Yotta resetting to skip a cutscene. We are now far enough into the run to  dive into the first sub-game where RNG   manipulation is relevant - Revenge  of Meta Knight. Here’s some general   information about manipulating RNG in this game: When the game is reset or first started,  RNG will start at the hex value 77 77,   or 119 if you want to put it in decimal.  This value is always consistent,   so if you play perfectly after this point,  you will always get the same exact RNG. When booting up the game, you are greeted  with the Kirby Super Star logo before file   select - and once this appears, RNG  advances every single frame as long   as you stay on this screen. BUT..there is  a solution to this. By buffering inputs,   you can skip this screen immediately on the first  possible frame - which leads to consistent RNG. With RNG being advanced by a ton  of things in this game, it is ultra   important to play consistently in  order to keep desirable RNG. The   most notable things that advance RNG  include dash clouds, landing stars,   and enemy actions as they spawn on screen.  With that, let’s get into the actual sub-game. Booting up the game, it immediately  starts off with some dialogue text   scrolling, but instead of mashing, this  can conveniently be buffered with Y or B.  Getting past the first wave of text, it’s time  to immediately once again focus on another mix.  Typically a Jet mix would be a runner’s  immediate choice, but Yotta is going for an   over-the-top 2 second timesave which aims to skip  a cutscene for the upcoming Heavy Lobster boss.  For the mix, he is planning to get Crash,  but for faster movement he is going to wait   to activate such till the end of this room -  this is due to Crash not having any mobility   benefit. Keeping proper RNG through this part  of the run is insanely difficult as you can’t   accidentally bump into walls, or get hit by  anything - this requires perfect gameplay.   This leads to the Heavy Lobster cutscene skip  - and let me explain why this even happens: For this particular cutscene, the  game runs this specific routine:  Does Kirby have Crash? Is Kirby currently   performing a Y button action? If both are true, skip the cutscene Developers oddly intended for this cutscene  to be skipped with crash by using the Crash   ability that destroys everything on screen.  Doing this on its own would not save time,   due to how slow the Crash cutscene is. The huge oversight is that the Y button   press could be for any action, not just the Crash  ability. Kirby puffing in the air is considered a   Y button action, which translates to  both of these conditions being met. There’s also another notable piece to this puzzle  though: Kirby still has Crash, and this game does   not have an ability to discard abilities that are  obtained. The only way to get rid of Crash here is   by either using the ability, or getting it popped  by an enemy. With the latter not involving a long   cutscene - this is the best course of action. Soo..with RNG manipulation in this cutscene,   Yotta floats up in the air and puffs right before  getting hit by Lobster - this consistently rolls   a 1 of out 8 chance of the ability popping….can I  remind you that everything I just described to you   only saves two seconds??? – Having no ability now, this leads to  another mix setup - the final one in the   run actually. Keeping the right RNG in place,  he does an extra dash on his way to the two   enemies needed in order to manipulate them. With Jet acquired once again, not too long after   is another mini-boss skip, and bonks against  this wall to gain enough height to prevent   the boss trigger. In a water section following  this, Yotta also starts charging his jet here,   which is stored for when he gets  to the door a few seconds later. Getting plopped into an auto scroller -  there’s nothing notable timesave wise,   but there is some showing off that can  be done here. Jet has a unique property   where if you are above the screen and start  hovering, the game will immediately snap you   to the screen bounds. Abusing this, you can  go above an area during the autoscroller and   hover- making Kirby go inside the wall. This  is followed by another cool jump that happens   due to jumping and immediately landing on  a floor above you. It takes all your jump   momentum and flings Kirby high up into the  air with the help of moving left or right. Once this autoscrolling is over,  it’s time to fight another boss:   Whispy Woods. This fight is pretty straight  forward, with each kick dealing a different   amount of damage. Doing a “Y Tap” kick will  deal more damage over more hits. In comparison,   a “Charge Y” kick will do one large blow of  damage - which is useful for the end of the fight. With that boss over cough cough sorry-a  bit of a tickle in my throat. The next   stage begins with a required movement: jumping  over this tiny hill to get just enough height   to safely get past enemies, and then has  to climb up platforms. As he does this,   Yotta charges Jet so he could eventually  Jet Jump for additional height.   This leads towards the not just single - but  Double Bonkers mini-boss fight. Normally they   can be killed instantly with a Jet Jump, but  because two of them spawn at the same time,   a change in strategy is needed to  kill the second one fast enough. The first of the two is killed quite quickly,  using a setup that destroys the corpse as it is   falling down. In regards to the second one, you  want it to jump. Bonkers has 3 attacks, with 2   of them that jump. This means it is a 2 out of 3  chance that Bonkers will jump, and is also a 1 out   of 3 chance for an easier jump  pattern. Yotta got the easier one here,   but unfortunately he didn’t charge Jet enough  to do the jump, so he ends up missing, and has   to finish things off with standard attacks. This is instantly followed up with some more   movement between small gaps, most notably in  the next room where the ceiling gap allows   you to skip a majority of this section.  The movement following this is tricky,   with the sword enemies having a lot of health -  which means they won’t just simply die using Jet   attacks. This room enters another which features  cannons that can be lit up with Jet’s fumes.  Getting through a section featuring  Dyna Blade, this room in particular   lags a ton due to background particle  effects, and Dyna Blade’s sprite. Skipping two mini-bosses, Yotta clips  back in bounds - and enters an elevator   room. What’s interesting here is that the  fastest way to utilize elevators more often   than not is by riding on top of them.  This is because they will automatically   move if Kirby is above or below them. Yotta  lowers the first elevator by going under it,   and then also goes to the right  to lower a second elevator above,   before even stepping onto the first one. He does a precise Jet Jump to get on top   the second - and then Jets over to the top  of the third elevator. This room ends with   one last full Jet charge - and since this  room has a lot of sprites - he additionally   reduces lag by making sure the Jet charge  fumes hit the right wall while charging up. This puts you right into another double  mini-boss. Doing this fast requires quick   killing the first one, which is followed  by using the corpse to instantly kill the   second one. This is very challenging, this  second corpse is killed by kicking it once,   then Jetting into it to destroy it.  This makes Kirby bonk off the wall   to gain enough height to continue  Jet stringing towards the door. Between boss fights, we can also observe that  when Kirby is Jetting in dash state, his hitbox   seemingly becomes immune to certain things -  with him visibly going through statues here.  This takes us right into the Combo Cannon fight  - which has a pretty cool setup. Kirby first   full charge Jets into the base of it to do some  damage to the main cannon. Invincibility frames   after this Jet attack just barely allows you  to jump through this laser cannon - which puts   Kirby on the platform. After, you grab the  bomb it drops to finally destroy the cannon. With that, it’s time for another  stage - and this first room lags   really bad. Most runners mash Y here  to get Jets out as fast as possible   due to this - with there not being a  consistent timing thanks to the lag.  This lag can be attributed to particle  effects once again, but also thanks to   text scrolling during gameplay - which  majorly increases lag during gameplay. Finishing out this room - you have to grab a warp  star, and the timing Yotta does here is really   impressive. This is because just like the statues  he was able to breeze through earlier - you can   also do this with warp stars if you don’t time  jetting properly. Most runners hover in the air   to get out of a dash state to guarantee grabbing  this, but Yotta here refuses to leave dash state.  Breaking these bomb blocks in the fastest way  thanks to Jet Sparks, we stumble into another   mini-boss that also has a skip, but this one  is a bit unique. This is due to there being no   easy way to jet jump into jet strings in dash  state, and there is also a ceiling above you.  Ultimately, the fastest way to get over this boss  is to charge individual Jet attacks over it -   which is difficult to do in an efficient manner. With another auto scroller, the best way to save   time here is to avoid anything that can lag the  game - most notably because of text scrolling   once again. A ton of this ending Heavy Lobster  fight will just consist of shielding inside it   so there are minimized chances to lag the game. Heavy Lobster can do four different patterns at   the start of the fight - with top level runners  practicing all four of them to perfect this   fight. Yotta got the fastest pattern here, but the  time difference between patterns is very minimal. You may notice leaving this fight  that his ability is gone - with   Yotta summoning a Helper at just the  right time during screen transitions.   This doesn’t properly spawn the Helper -  and is useful with Jet not being needed   going forward - and saves a second and  a half over properly summoning such. In the sixth stage, we get to see a new  copy ability be introduced: Plasma. Some   things to know about Plasma: Charging it  requires pressing inputs on the D-Pad,   with a full Plasma charge taking 16  D-Pad inputs. Full charge Plasma also   provides Kirby a small shield which can be  useful. Most runners use a technique named   the “Diagonal Method” - which is to bring your  thumb between two diagonal inputs on the d-pad,   pressing two inputs per thumb movement - on  screen are a couple pretty clear examples of   such. There’s more about Plasma I will talk  about once it’s more relevant in the run. Until then, there are immediately some things  that change thanks to Plasma - Such as hitting   this switch with the Plasma attack which  allows for the door to go up sooner,   and switches also being able to be activated  thanks to a Full charge Plasma - which notably   has back sparks which shoot diagonally away. This one here notably can’t be hit without   using back sparks, and saves time having to  go down the elevator to the right - simply   hitting the switch through the wall instead. This leads us into a boss fight once again,   with this one, Halberd’s Reactor, having quite  a lot of information to unravel - sit down,   this is hefty. Calling it Reactor for short,  this unique boss only takes damage by using   its own turret shots to shoot its crystal,  requiring three shots to ultimately kill.  Yotta starts going crazy with Plasma  immediately because he is trying to   kill the cannon in front of it. He does  this because it saves time to have it   destroyed if it opts to shoot later on in the  fight. Instead of charging up a cannon shot,   Reactor will just skip the phase  entirely and summon another turret.   It can either shoot out of this cannon, or  send out either one or three flamethrowers   inside the ground. It is RNG if a turret will  immediately be sent out in the first place. This fight goes back and forth between cannon  shots or flamethrowers - then sending out a   turret. There are actually two types of turrets:  Ones that will aim at Kirby from an angle, and   ones that will at Kirby horizontally. This is also  RNG, with horizontal ones being slightly faster.   And if there wasn’t enough randomness - Turret  Positions are yet another RNG element here.   Yotta destroys the turret as soon as it is done  shooting due to canceling waiting for the turret   to go back off screen. Killing it instantly  moves onto the next attack, and also while   taking out the turret - Yotta uses the back  sparks to damage the cannon simultaneously.  The cannon has a chance after every turret  to shoot - and in this run it goes off the   first chance it gets. This first shot is  unavoidable as it is impossible to kill   this cannon fast enough. This is undesirable  - having to wait for the cannon to shoot. By the third turret, Yotta  stops shooting at the cannon,   as it never ends up shooting by this point,  and instead sends out a single flamethrower   that is completely destroyed - you barely  even end up seeing it. With it being only   a single flamethrower, the time it took  to deal with this was extremely minimal. Alright…are you still there? I know that  boss was quite hefty, but there is still   one last section to this sub-game. This  begins with another length autoscroller,   and of course we have our best friend: laggy  scrolling text. Most notably here, Yotta   intentionally delays this Plasma shot, waiting  till Meta Knight’s text is done to prevent lag. Before the final fight he also does a precise  elevator clip by floating into the corner,   and in this upcoming section goes for what  is dubbed “Right Side” - which is quickly   floating to the right of this fight to  quickly kill all of the Meta Knights.   Shooting three Plasma shots allows immediate  kills among all the enemies as the spawn in. This finally leads into the very last  section: the ending Meta Knight fight.  Yotta summons a Plasma helper to grab  Sword, and then discard it. He swaps   it for helper, which kills him quite quickly. This fight is technically faster using Sword,   with a comparison also being shown here, but  it is very difficult. It was originally not   deemed to be possible for real time runs, and  it’s hard to say what the future of this will   be in full-game runs. With that, this ends  with a straight forward escape sequence that   utilizes downward slopes for speed - and  now, it’s on to the final leg of the game. The last, but not least - Milky Way Wishes is the  final sub-game completed to conquer Any% - and is   the most unique by far because you do not obtain  abilities in any traditional sense. Inhaling   like before will not give you an ability this  time. You have to instead collect “Copy Essence   Deluxe” statues which grant you that ability  forever - and also can be selected at any time. The stakes in this sub-game aren’t as high,  and losing an ability isn’t lethal as you can   immediately grab it again. This doesn’t mean this  entire section is easy though. The name of the   game for this sub-game is deciding the order of  planets - which has been heavily routed. Halfmoon   - which is the RNG heavy level, is sadly the most  optimal when played as the last planet - which   leads to it being at the very end of the run. Yotta immediately goes to Skyhigh due to it having   Jet - with that being basically mandatory to grab  first if we want to be in the game of going fast. This block inhale at the beginning of this Planet  is difficult to time correctly: requiring not   just a mid-air swallow, but also needing to be  left of one-tile gap due to the wind pushing   you forward. Yotta achieves this by letting go  of the d-pad which stops his dash, then jumps   and inhales immediately. After inhaling this, he  immediately presses A to swallow it and hovers   up to the door - with Jet being located here. Not too long after this is followed up by beating   the boss Kracko - and Yotta resets the game once  the game fades to black. Once this fade happens,   the game considers the stage beaten,  and resetting the game is actually   faster than watching the ending cutscene.  This is something that will be repeated. Entering the next Planet, Hotbeat, we can  observe some similar Jet-related tech such   as Yotta dashing off this lava block to  start Jet stringing to the very end of   this hallway. Going upwards, you eventually  cross paths with a Waddle Doo which can be   very annoying. If you get bad RNG, it blocks  off the entire hallway with a beam attack,   and you are forced to hit it - which  unfortunately Yotta has to deal with here. You’ll also notice that Invincibility Candies  are handed out quite often in Milky Way Wishes,   with it doubling your speed running on the  ground. So anytime there is one right in the   middle of the path, it’s worth grabbing it. While  doing this here, you’ll see Yotta start charging   his jet while descending which is stored for a  second fall where it is finally fully charged. The final room of this stage has a couple notable  pieces of tech. The first being: intentionally   bonking against this lava block to gain additional  height while in dash state. And the second is:   skipping these cannons and falling directly into  this hole. This one may look tricky, but is pretty   easy when doing these 4 Jets that Yotta did. Those tricks walk us into the next   boss: the Chameleo Arm fight. The main thing  to know here is that similar to Heavy Lobster,   this boss also has multiple patterns,  but rather than 4, this one only has 2. In the third Planet, Mecheye, there is notably  a point at the end where routes start to deviate   depending on the runner’s skill level. The  recommended strategy to start with is to   take the elevator all the way up and go left. This  is to collect Plasma, which makes the final boss   fight easier. This takes about 12 seconds though,  with it requiring you to defeat another miniboss.  In Yotta’s case, he simply goes  right into the final fight here. Planet 4 - Cavios, is pretty tough. You  have to kill 4 minibosses in this one room,   and while it is straightforward - it is very easy  to mess up here on a run with such high stakes.   First, Yotta quick kills Chef Kawasaki  here, and then while descending does   some damage to the corpse using Jet fumes  before finally jumping into it to destroy   it. This allows him to move upward out of this  arena while simultaneously killing the corpse.  This is followed by a hallway that can be  tricky to traverse - with it requiring very   precise spacing to get through while staying  in the air and not bonking. Ninja enemy RNG   can also potentially mess things up. Entering another mini-boss, Hammer is   grabbed here, and is the final powerup to  mention for Milky Way Wishes. This powerup   is essential for many upcoming boss fights. Speaking of boss fights, here’s another:   Wham Bam. This fight with a hammer requires you  to stand in a very precise position in order   for things to go properly - preferably  this specific foot and tile position. This fight is difficult to properly time due to  how frustratingly small Hammer’s hitboxes are.   When Yotta does Hammer Throw - this timing  is precise as well due to i-frames behaving   strangely. If thrown at the wrong time, it  won’t deal enough damage to kill Wham Bam. With that it’s time to move to Aqualiss -  and here it's interesting to note that water   behaves oddly when obtaining abilities inside  it. When swapping abilities, Kirby “re-enters   the water”. This makes him stationary while  the animation plays out. Buut..being on the   floor makes the animation end, so here Yotta  can swim up to the door as soon as he gets Jet.  Traversing through more water, here,  spacing is key because this Knuckle Joe   has so much health that it takes two attacks  to kill it. Trying to go through it without   killing it will lead to you taking damage -  so the best solution is to kill it. This is   also the deal with the one at the bottom  of the room too. Before this room ends,   Yotta also intentionally clips into the corner of  this air pocket, getting a vertical speed boost. This stage ends with our friend Fatty  Whale once again - and similar to before,   this is an RNG heavy fight. Unfortunately Yotta  got a bad pattern here, but still - the run   continues. — It’s now time for the second to last planet here  - Floria. The gimmick here is that you can change   the season of the level by going through doors  - causing a terrain change. This is the reason   for entering a ton of doors during this stage.  Overall this is a pretty easy and short stage in   comparison to others, with it being the intended  first stage of this sub-game. This stage ends with   some more tree-related action which is pretty  much the same deal as earlier on in the run.   Upon resetting the game once again, this is  where the true juiciness of RNG manipulation   begins. This stems from Battle Windows being so  deep into this next stage, and there are several   points in the level that advance RNG every  single frame. Yotta here will use a calculator   to find his RNG point once he arrives at the  boss fight, which we will get to very soon.   Before the boss fight there’s a few more things.  Firstly, these minecarts can go faster when   mashing Y - and then immediately after, you’ll  see there is a warpstar that when taken, brings   you directly to the upcoming miniboss. While this  may seem like the straightforward thing to do,   it’s surprisingly faster to skip the star  and instead progress forward with Jet.   This miniboss is yet another double one.  The first call is to kill Iron Mam because   it has no attacks where it jumps. Chef  Kawasaki is next on the chopping block,   with it having a chance of jumping. If  he jumps he can be killed instantly,   and if not is killed with standard Jet attacks. One final thing achieved here before the ending   is what is called an “Aqua Boost”. If you enter  the water while pressing Y, you can boost yourself   upward - and if you press this frame perfectly,  you will also get a huge horizontal boost. We are now where the RNG manipulation comes  into play. Yotta jumps and lands three times   here. He needs to pay detailed attention to  the direction the stars go when Kirby lands,   as he then inputs these values into the  calculator using keyboard numpad controls.   While this calculator seemingly tells  you what to do based on what your inputs,   there is one very critical flaw in this  tool: If there are multiple instances   that can occur under the inputted  star combination within the range   you provided - you aren’t able to view every  single other instance, only the first one.  Here, Magician is shown to have a Ninja  ability - but Yotta actually got Fighter   instead. He immediately knew the manipulation  didn’t work and gave up, and immediately   started attacking Dark Knight here instead of  waiting for it to fully hit the ground, which   is what you would do if doing the manipulation. This was unfortunate to miss, but the great thing   is that the game was nice enough to give him good  RNG anyway. With this happening, this calculator   has since been updated - and you can view all the  possible scenarios using arrow keys to navigate. Already having to power through all of that, the  run still isn’t over yet, with there being one   final stage to conquer - the Heart of Nova. This  is the beginning of yet another RNG manipulation,   and fortunately this time is purely  gameplay-based instead of using a calculator.  With the autoscroller and fight being  simple enough to do consistently,   it’s possible to keep your RNG consistent through  the entire thing up until the final Marx fight.   The manipulation here mostly comes down to “kill  these enemies, but don’t kill these others”. Once getting up to the actual boss  fight, RNG stays mostly consistent,   but it sometimes can be off by one or two numbers  and can be accounted for at the end of the fight.  When defeating Nova here, runners need to pay  attention to these explosion clouds extremely   carefully. This basically is what tells us what  RNG number we are on getting into this fight.  While Yotta’s first actions here may seem  random, these notes can be used to tell you   what to do entering the Marx fight. The  fight here is a lot different when doing   the manipulation over doing it normally with  Jet. This stems from the actions taken needing   to be done at consistent times, and doing  it the normal way will cause varying RNG. After doing Jet attacks in the final phase, RNG  Manipulate helps knowing where Marx will teleport,   and with a quick Hammer switch, Yotta  finishes this boss off, resulting in the   very end of the Any% speedrun, and for Yotta  here was roughly a 7 second record: a 33:01. Soo…that about covers the entire run, but of  course with a game as complex as this - it’s   far from being over. Yotta’s sum of best  shows a 32 minute time is more than possible,   and eventually can definitely happen whether  him, or someone else wants to do such. With a run that is already tightly optimized,  obviously not every tiny minor timesave that   is discovered will be added in, but there are  definitely a handful of examples to point out.  For example, in the planet Cavios there’s  a couple examples of optimizations,   but if you want a more realistic example of what  may get added, there’s this elevator section in   Revenge of Meta Knight that allows you to make  the elevator go up faster - and of course,   there is also some more unrealistic things  here too such as this quick moment that is   really difficult to do thanks to lag. Besides adding in new timesaves,   there’s other things to be improved upon that were  already mentioned such as better Fatty Whale RNG. While obviously it is hard to predict the  future - Yotta has consistently held this   record for over four years as of making this, so  it’s safe to say his times aren’t going anywhere   anytime soon. With his first record being  in 2019, he has since improved this time   by well over a minute over the years. On top  of this, he really hasn’t had the fiercest of   competition - If we enable obsolete runs, look how  many top times Yotta has out of the top 20 here.  It’s safe to say that no matter what, Yotta for  quite a while has been the king of this game,   holding onto the 100% record for an equal length  of time. With such a complex set of routing,   movement, tech, and RNG, this game has a huge  skill requirement for pumping out top runs,   and it’s definitely not for the faint of heart.  With this being one of the hardest Kirby titles   to optimize at a high level, runners like  Yotta are able to prove how insane it can get,   and of course that’s not the only  person to talk about in this game.  I specifically want to thank Nippo who not  only has put so much work into this game,   having a top 10 time, but helped me with  scripting this entire video. This project   would’ve been a million times harder without  the help of someone with such extensive   knowledge in speedrunning this game. Remember  the calculator I brought up for RNG manipulation?   You can thank Nippo for that as well. With that, this was a deep dive into beating   Kirby Super Star as fast as possible,  and with that - Thanks for watching.
Info
Channel: Storster
Views: 45,443
Rating: undefined out of 5
Keywords: storster, speedrun, gaming
Id: tvhvKOG6FlI
Channel Id: undefined
Length: 37min 43sec (2263 seconds)
Published: Mon Mar 18 2024
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