Rayman Redemption speedrunning

Speedrunning news, techniques and events: a place for those who live fast, at least when it comes to Rayman games.

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Inzarcon
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Re: Rayman Redemption speedrunning

Post by Inzarcon »

hoodlumsworld wrote: Sun Mar 28, 2021 7:44 pm Three and a half minutes less than your previous run, that's huge. Do you think sub 1:50 is possible with the current strats?
Definitely possible, though I will need to rebalance some of my safety strats again to push it below. I even think that sub 1:49 is possible, though that might be a flawless holy grail run unless some new strats are found.
Hunchman801 wrote: Mon Mar 29, 2021 6:05 pm It was ballsy of you to go for the damage boost in Crystal Palace 3, glad this worked out! The UFO skip went well too, and you also took a lot more chances in the water part (that was a close one at beginning, wasn't it?), which paid off as you saved more than a minute in Eat at Joe's alone, compared to the previous run.
I've been experimenting more with the Crystal Palace 3 skip in-between the two runs. The strat I later used in the new run turned out to be very easy and consistent (hasn't failed even once so far). Just jump and run right after the trigger, then hold heli as soon as you leave the edge. Still feels just as scary though.
The beginning of the water part was indeed close, but semi-expected. After dying there in the first run I specifically practiced using the damage boost as a backup strat.
Hunchman801 wrote: Mon Mar 29, 2021 6:05 pm The spiky platforms in Mr Skops' Stalactites gave you a hard time though. :lol:
Another thing that hasn't really happened like this before, neither when grinding ILs nor in practice runs. I need to get a better feeling for when exactly the platforms switch directions. Really lucky there was a secret down there, didn't even know that before. :)
Hunchman801 wrote: Mon Mar 29, 2021 6:05 pm I like how you were really careful in the antitoon funnel but with only 2 HP left, you had to be! And you didn't buy the power-ups at the end, that was cool. Also, I noticed you're not playing casual anymore? Does it change anything besides the unlimited lives?
No, or rather, not anymore. The main benefit of casual mode is actually the additional tings you get from collecting lives, which lets you acquire the 1500 tings needed for the Power-Up upgrade a bit earlier. I feel comfortable enough with the late game now, so I'm skipping the upgrade entirely in the future. This means there is no reason for me to run casual anymore. Might as well go for the swag then. 8)
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Hunchman801
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Re: Rayman Redemption speedrunning

Post by Hunchman801 »

Inzarcon wrote: Tue Mar 30, 2021 11:17 am Another thing that hasn't really happened like this before, neither when grinding ILs nor in practice runs. I need to get a better feeling for when exactly the platforms switch directions. Really lucky there was a secret down there, didn't even know that before. :)
Yeah, it looks like it's all about the feeling when it comes to those. I mean, you could memorize the moves for a particular point in the cycle, but once you're out of sync, even by a split second, you're basically left with your confused brain jumping left and right and just trying not to die.
Inzarcon wrote: Tue Mar 30, 2021 11:17 am No, or rather, not anymore. The main benefit of casual mode is actually the additional tings you get from collecting lives, which lets you acquire the 1500 tings needed for the Power-Up upgrade a bit earlier. I feel comfortable enough with the late game now, so I'm skipping the upgrade entirely in the future. This means there is no reason for me to run casual anymore. Might as well go for the swag then. 8)
And now this brings the question of who will be the first to run the game in Demise difficulty. :lol:
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PluMGMK
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Re: Rayman Redemption speedrunning

Post by PluMGMK »

Has anyone even finished the game on Demise?
Hunchman801
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Re: Rayman Redemption speedrunning

Post by Hunchman801 »

A quick YouTube search gives this and this, so it would appear that yes, there's people out there who are crazy enough to go for it. :confus:
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hoodlumsworld
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Re: Rayman Redemption speedrunning

Post by hoodlumsworld »

Inzarcon wrote: Tue Mar 30, 2021 11:17 am Definitely possible, though I will need to rebalance some of my safety strats again to push it below. I even think that sub 1:49 is possible, though that might be a flawless holy grail run unless some new strats are found.
And this is taking into account the skip in Mr Stone's Peaks, I suppose?
SpeedBot
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Re: Rayman Redemption speedrunning

Post by SpeedBot »

A new run has just been validated on speedrun.com!

Any% in 01h 52m 33s by Inzarcon - 1st place

Submitted: 28/03/2021
Platform: PC
Inzarcon wrote:[A lot of small frame drops here and there, I really need to find the culprit of these some time...]
Big improvement over my first run. Saved three and a half minutes by dying less and implementing a few more strats.
Additional details:
  • Difficulty: Classic
  • Version: 1.1.4
Hunchman801
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Re: Rayman Redemption speedrunning

Post by Hunchman801 »

hoodlumsworld wrote: Tue Mar 30, 2021 7:52 pm And this is taking into account the skip in Mr Stone's Peaks, I suppose?
This sounds like a grind to get on a full-game run, though...
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