Submission #9539: NiaHoshino's N64 Kirby 64: The Crystal Shards "100%" in 1:03:44.82

Nintendo 64
100%
BizHawk 2.8.0
229489
60
58063
PowerOn
KIRBY64.Z64
Japan Rev C
6cea2d46b929a3bb347b060a77fccc83526fb855
Submitted by NiaHoshino on 2/20/2025 12:39 PM
Submission Comments
Kirby 64: The Crystal Shards is a Nintendo 64 game released on March 24, 2000, and it marks the first 3D installment in the Kirby series.
The regulation for this challenge is 100% completion.
The measured segment involves collecting all the crystals scattered across each stage using various copy abilities and defeating the hidden boss, 02.

Game Objectives

Emulator used: BizHawk 2.8
Takes damage to save time
Manipulates luck
Collects all Crystal Shards

Comments

I originally played Kirby 64 speedrun for about three and a half years.
As speedrun has progressed in development, it has become possible to control RNG manually, and I am now able to control RNG halfway through.
So, while doing further research, I looked at existing videos to refer to TAS, and noticed some differences in how to defeat bosses and select copy abilities.
I was curious about how many minutes could be shortened in the end if I implemented the changes I came up with, so I decided to make TAS.

Changes

1-1

Improving the efficiency of knocking down room girders.
Change copy from bomb to bomb fire
Shortened the presentation for obtaining crystals after defeating bosses 1-1~1-3.

1-2

Optimization of copy ability acquisition.

1-3

Optimization of copy ability acquisition.

1boss

Improved efficiency of defeating Whispy Woods Jr.

2-1

Optimization of copy ability acquisition.

2-2

Controlled Sparky's movements and guided him to a good position.

2-3

No major changes.

2-4

Change in how damage is taken.

2boss

Adjustments to boss behavior patterns and changes to how to defeat them.

3-1

Adjust the random number for drawing Pitch with 3-3.

3-2

Improving the efficiency of knocking down room girders.
Forcibly adjust RNG on the boat.

3-3

Improving the efficiency of knocking down room girders.
At the end of the stage, I turned into a Pitch and flew to save time.

3-4

Adjusted RNG using flowing rocks.

3boss

It happened to be a good RNG.

4-1

For the burning route, I used the route of speedrun 1st place as a reference.
many thanks.

4-2

Optimization of copy ability acquisition.
I devised ways to use dynamite.
Adjusted RNG to make pizza in 4-3.

4-3

Changed the block breaker from an umbrella to a pizza.

4-4

I used the volcanic rocks in this stage to control the boss's movements, but it was a very difficult process to use RNG.

4boss

Changed the boss's behavior pattern so that it can deal damage more efficiently.

5-1

I used a sled to control the movement of Sparky in 5-2, but it took a lot of time.

5-2

I hate Sparky.

5-3

The fruit switches are now concentrated on the left side so that they can be pushed more efficiently.

5-4

Used Burning on the way to speed up the game.

5boss

Adjusted the RNG so that the boss moves ideally during the fight..

6-1

No major changes.

6-2

Optimization of copy ability acquisition.

6-3

The carryover of copy ability was based on speedrun.

6boss

I adjusted the pattern to make the most of the copy I had in 6-3.
I really wanted the ending to be Burning, but I couldn't find it even after searching for random numbers for half a year.

7boss

Made it possible to kill in one turn using speedrun as a reference.

Special Thanks

  • 0xwas: This is what inspired me to create TAS.I used a lot of techniques as reference.
  • WaddleDX(Madora): For a beginner like me, he created an RNG summary of Kirby 64's Picnic from how to use BizHawk.
  • Curtissimo: They were able to experience the completeness of TAS.
We applied his world-class technology to TAS.
Last Edited by NiaHoshino 1 day ago
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