Re: Rayman Redemption speedrunning
Posted: Sat Feb 27, 2021 2:59 pm
I'm sure you've all seen the news, but for those in the back:

Inzarcon wrote:Saved more time with minor optimizations and by using the springs in screen 3. There are still a few unnecessary hits in screen 1 and two mistimed jumps during the boss fight.
Inzarcon wrote:Really hoped to get a greater improvement than these 0.02, but I still have issues timing the rock wall punches.
Inzarcon wrote:Rather short level, so the small optimizations count all the more. The hardest of them are the springs in screen 1, you need to "drift" to the right immediately when hitting the first one. I also figured that tanking hits during the boss fight is better than letting one of them jump too high and out of reach.
Inzarcon wrote:Unsurprisingly, screen 2's paint punches are the hardest part to optimize. This is a good start, more precise paint punching and maybe using the blue spike balls for damage boosting would allow for additional time saves.
Inzarcon wrote:Missed the last hit on Darktoon, but still (barely) pushed it below 1:50.
Inzarcon wrote:Another level with two new damage boosts. Made some minor mistakes, sub 2:10 definitely doable.
Inzarcon wrote:Probably one of my favorite levels to run so far. The yellow rings in screen 1 allow for some big time saves and the slowest, most annoying part of screen 3 can be skipped.
Inzarcon wrote:Oddly enough, the hardest parts for me are the punch boosts, because I'm still terrible at consistently doing them and keep pressing punch before turning around more often than not...
Inzarcon wrote:Found two damage boosts that shaved off over half a minute from the previous record.
Inzarcon wrote:Lost some time by missing the second Pirate twice in the boss fight. The Power-Up also wasn't necessary in the end, because I got hit less than in my other attempts. Cutting these losses should definitely make sub 3:50 possible.
Inzarcon wrote:This is starting to get a bit ridiculous; the third level in a row today where I've found some insane but surprisingly consistent damage boosts. Not complaining though...
Still a few smaller mistakes in this run, but got all of the important tricks right.
Inzarcon wrote:Finding a way to catch an earlier cycle of the rightmost vertical crystal in screen 1 might be the most difficult thing I've done in the game so far, and I almost gave up on it. Not only is the jump sequence itself very hard, the entire rest of the screen must be perfect as well, or else you won't catch the first horizontal crystal on time.
Inzarcon wrote:Not really any new tricks here, just optimized existing ones. A lot of time could theoretically be saved if there's some way to skip the lava cycle in screen 2.
Inzarcon wrote:Well, optimizing this was the polar opposite of child's play. The timing to get through the blue spike balls in screen 1 is very precise and both the other screens must be done perfectly to catch the swing cycles.
Inzarcon wrote:Lots of swing cycles in screen 1, so I used the extra time to collect an additional Power-Up which were very useful for the rest of the level. Still some mistakes, especially the last two chess pieces in screen 2 have caused me trouble.
Inzarcon wrote:Mostly clean run except for some small blunders and me forgetting (again) on which side the first piece of fruit appears in the boss fight.
Inzarcon wrote:Hardest thing here was to find a strategy for dealing with the room I'm calling "The Clown Car" from now on. I also took a detour to the Power-Up, because I really don't want to try optimizing the Antitoon-funnel in screen 2 yet; maybe damage boosting through it outweighs the detour anyway.
Inzarcon wrote:Not a lot of tricks in this level, so it's all about cleanly running the intended route, except for the small skip in screen 4.
My main time loss here was getting out of rhythm with Skopskito.
I'm going for the 10 cage route, the ca. 15 seconds it costs are definitely worth it for all the damage boosts I've found in Space Mama's and later, and it's much safer in general of course. I'm taking the Power-Up upgrade as well once I have the tings, the Candy levels need a larger buffer for all the damage tanking there. Might buy the Power-Up on level start for Final Showdown as well, depending on how nervous I'll be at that point.Hunchman801 wrote: Thu Mar 18, 2021 7:49 pm
Are you going for a no-cage run (and therefore minimum health)?
For the most part, there are indeed a lot of damage tanks and other risky strats in the ILs which only save a few seconds or even just split seconds. Cutting these, there is enough health left to do all the important damage boosts and tanks. I will also collect more Power-Ups in select places. Zero Checkpoints though, just on principle.Hunchman801 wrote: Thu Mar 18, 2021 7:49 pm
Also, do you plan on using safer strats in some places? Clearly, a lot of techniques only save a couple seconds but they can cost a lot more if you die when attempting them.![]()
Oh man, I remember dying some many times at that one last ring! Anyway, glad to know the run went well. Any idea what time you'll be targeting?Inzarcon wrote: Thu Mar 18, 2021 10:34 pm Well, my test run today was very promising, way better than I expected. No deaths in Playtopia, one in Candy at the pink ring part at the end of Tasty Reception 2; I've already practiced a much safer approach for that one. I'll be aiming straight for zero deaths, though there will probably be one or two due to stupid mistakes at easy parts.![]()
Yeah, no cages sounds a bit daunting, and in the end it might actually be a bad strategy if the damage boosts save more time than skipping the cages.Inzarcon wrote: Thu Mar 18, 2021 10:34 pm I'm going for the 10 cage route, the ca. 15 seconds it costs are definitely worth it for all the damage boosts I've found in Space Mama's and later, and it's much safer in general of course. I'm taking the Power-Up upgrade as well once I have the tings, the Candy levels need a larger buffer for all the damage tanking there. Might buy the Power-Up on level start for Final Showdown as well, depending on how nervous I'll be at that point.![]()
Yeah, failing the rope skip is a 25+ second time loss, not sure how much it actually saves but if you can't reproduce it reliably, better skip it. As for Crystal Palace 3, I guess you mean the one with the bouncing rock? It does look rather unforgiving, yeah. And regarding the fish in Eat at Joe's, I guess you could try to mitigate the potential loss by actually using the photographer, but since you don't plan on using checkpoints...Inzarcon wrote: Thu Mar 18, 2021 10:34 pm For the most part, there are indeed a lot of damage tanks and other risky strats in the ILs which only save a few seconds or even just split seconds. Cutting these, there is enough health left to do all the important damage boosts and tanks. I will also collect more Power-Ups in select places. Zero Checkpoints though, just on principle.
My general strategy with the difficult skips is...pretty much all of them, except for three. One is Wormi's rope skip in Mr Stone's 1, that's borderline pixel perfect. The second is the damage boost in Crystal Palace 3, and the last one the piranha damage boost in Eat at Joe's. I am doing the UFO skip though, it saves around half a minute and I'm too stubborn to not try do my favorite damage boost in the game. That makes it the most critical strat in the run.
The other ones I don't view as much of a problem. Most of them are either easy and/or salvageable after a mistake. Others are much less risky with more Power-Ups. Everything up until the end of Blue Mountains is my no-fault-zone though; it's early enough that I'm okay restarting the run if I miss any major strats there.
Well, this is very nit-picky (given they're ILs), but there are a few very small time saves.hoodlumsworld wrote: Sun Mar 21, 2021 3:53 pm I wonder, what do you think you can improve with the paint fist in The Playhouse? It looks perfect to me.
Inzarcon wrote:6 deaths in total, the last one on purpose.
1. UFO skip in Eat at Joe's. Jumped slightly too early. Got the second attempt though, so even with the death it's still a bit faster than the intended route. Lost ~25 sec.
2. Early Jump in the water part in Eat at Joe's. That Never Happened Before™. In retrospect, I could have just used the damage boost to get back up. Lost ~25 sec.
3+4. Child's Play. The blue spike balls one is a good example of how being too careful can make things worse. Completely lost my rhythm after that and added a second death there. Lost ~55 sec.
Luckily regained my focus for a while after that.
Heart attack moment at 1:25:30 and later I was a split second way from throwing the run by almost quitting Choco Chambers early.
5. Antitoon funnel in The Sweet Spot, fell down after damage boosting. Didn't even know there's a checkpoint right there. I have a strict no-checkpoints-policy, and in the long run this doesn't matter much as I'm planning to grind for a zero-death run anyway. Lost ~45 sec.
6. Mr Dark Fight; was heavily blundering with Stonesax and took one death on purpose. Lost ~5 sec.
So that's ~2:35 lost from deaths.
Lost a good half minute or so from being too nervous and forgetting a Power-Up in The Final Showdown.
I have practiced a few more strats I didn't attempt in this run. Didn't time them yet, I estimate a minute.
All the other careful slowdowns and small mistakes towards the end; maybe another minute.
Therefore, I estimate a possible time save of ~5:00, which would put the final run around 1:51, barely above the magical sub 1:50. More optimizations and the insane Mr Stone's rope skip might push it below that.
I obviously need more split data for a better estimate though.
Additional details:Inzarcon wrote:Not too bad for a first warm up run.
Very clean first half of the game, but made a lot of dumb mistakes in the second half; got too nervous after realizing I was already on WR pace.
Detailed breakdown in the video description.
Well, at least you got to see what happens if you don't time the UFO skip right.Hunchman801 wrote: Tue Mar 23, 2021 1:00 pm It must have been painful to die in two levels in a row in Eat at Joe's, though! And same for Child's Play, what do you think your strategy will be now with the spiky balls?
Yeah, got hit too much before that and then screwed the antitoon part itself up as well. Turns out, that part is actually very easy, because the antitoons are mostly moving in sync. So I have a backup strategy now.Hunchman801 wrote: Tue Mar 23, 2021 1:00 pm Clearly, the antitoons in the Sweet Spot are still a pain. You're being really strict on yourself with no-checkpoint policy though, because the photographer there is basically free, or at least one hell of a cheap life insurance.And the one in the water part of Eat at Joe's too, though to a lesser extent.
Inzarcon wrote:Got this during a full game attempt.
Inzarcon wrote:Got this during a full game attempt.
Starts at 1:35
Yeah, this is rather unforgiving, but like you said, still better than going the intended way!Inzarcon wrote: Tue Mar 23, 2021 2:10 pm Well, at least you got to see what happens if you don't time the UFO skip right.![]()
That's a good point, you'll get there eventually.Inzarcon wrote: Tue Mar 23, 2021 2:10 pm As for the checkpoints, I'm just playing the long game. At some point I'll grind out a zero death run, so any runs with safety checkpoints will be obsolete by then anyway. With the WR down, this is about the sub 1:50 now.![]()
Congrats on the new record!