Rayman 3 GBA 100% TAS in

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Sub 1:15 and sub 270 000 frames achieved for 100% TAS!

Those two milestones were achieved thanks to a new glitch found by the current WR holder Payman in Vertigo Wastes Screen 1. That glitch serves to collect the 4 lums under the wooden floor before having the body slam power. Thus, we collect everything and don't have to enter Vertigo Wastes again during the backtrack. The new route saved 26 seconds by the current knowledge and optimization of this glitch.

Data of the updated 100% TAS:
Emulator: BizHawk 2.8
59.7275 fps
Total frame count: 269946, or a time of 1:15:19.63.
Lag counter: 2617
Rerecord count: 70019
The RTA run would start at frame 867 and end at frame 269609 or a time of 1:14:59.49.

Details about the new improvements:

In Vertigo Wastes Screen 1 at 18:08, it is possible to hit two different purple lums with two consecutive punches. Rayman starts swinging after he hit the first purple lum. When his other fist hit the next purple lums, Rayman starts swinging in the other direction. The result is that Rayman's sprite disappears and the camera starts glitching. Despite being invisible and offscreen, Rayman is still there. He can jump, walk and grab ledges. What he can't do is killing pirates.

When the camera is far away, the wooden floor and trampolines are not loaded, as long as they are not refocused by the camera. There is no more collision with Rayman. Thus, he can walk and go through the unloaded wooden floor to collect the 4 lums underneath. Once the camera refocuses on Rayman, the glitch ends, everything turns normal again. If Rayman didn't go out of the pit after the refocus, then the wooden floor will block the way out.

During the glitch, the camera has to be manipulated efficiently to save as many frames as possible. Unfortunately, the behavior of the camera isn't well understood yet. I hit both purple lums and jumped so that the camera goes upwards and to the right. By holding Right, Rayman walked until he reached the 4 lums. Then, the inputs are a mix of Down, Jump, Left and Right to refocus on Rayman while going out of the pit.

The segment can probably be done faster from the purple lums. I tried to hit them from lower heights, but the camera went to the left or refocuses immediately on Rayman. Performing the glitch from the selected height feels optimal enough, so I'm satisfied with it.

Here, the glitch cost 595 frames (10s) until the pole of Vertigo Wastes Screen 1. My best optimized glitch cost 591 frames, but I deoptimized the segment by 4 frames in order to find good seeds for both Jano and the Final Boss. After Vertigo Wastes Screen 2, I saved 3 frames thanks to the framerule.

The transitions of Void of Bones are unchanged. Jano is as fast as the previous TAS. Nothing changed until I reached the Backtrack section. I directly entered Prickly Passage. Skipping the backtrack of Vertigo Wastes saved 2145 frames (36s). I lost 2 frames because of the framerule after Prickly Passage.

The rest of the game hasn't changed until the Final Boss, I entered the curtain 1551 frames sooner. About the seed I selected:
I lost 49 frames during Phase 1 because I got one more set of beams.
Phase 2 is the exact same as my previous TAS. However, I had to wait 1 more frame to be able to skip the final cutscene.
So this seed is 50 frames slower compared to my best seed for 100%, but is among my fastest seeds.

Those improvements shortened the previous 100% TAS by 1501 frames or 25,13. Enough to achieve sub 1:15! The final minute barrier has been broken considering the current knowledge of the 100% category.

Thanks for watching.

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