Submission #8082: NinjaCocktail's GBA Rayman 3 "100%" in 1:15:55.22

Game Boy Advance
100%
(Submitted: 100%)
(Submitted: 0985 - Rayman 3 - Hoodlum Havoc (U)(RDG).gba USA)
BizHawk 2.8
272072
59.7275005696058
66554
PowerOn
Submitted by NinjaCocktail on 3/5/2023 5:15 PM
Submission Comments
Edit from March 11th: Please consider my latest userfile of Rayman 3 GBA 100%. The updated movie is 135 shorter than this submission.
A new strat was found in Garish Gears and a small skip was found in Hoodlum Hideout. Else, new strats and improved movements have been found based on Payman's new strats in his RTA Any% runs.
The updated movie is truncated at frame 272173. The new RTA run would start at frame 867 and end at frame 271837 or a time of 1:15:36.79.
Details about the new improvements:
In Shining Glades Screen 2, during the autoscrolling part, I do some goofy movements. The consequences are the following:
  • I manipulate Jano's RNG specifically his last cycle. Indeed, if Jano is at his lowest position there, I cannot damage boost to reach the other side. If Jano is at his highest position, the damage boost is slower by 1 frame. So the perfect position is right in the middle like here.
  • I modify the RNG of the Final Boss. I encountered new seeds then kept the fastest.
  • The visible screen moved a pixel further to the right. That pixel allowed the next moving platform to appear 1 frame sooner. It saved 1 frame and I saved 3 more frames thanks to the framerule.
  • The cutscene after Garish Gear ended 4 frames sooner, I don't understand why.
A new strat emerged in Garish Gears:
  • It is faster to destroy the upper gear first and the lower gear next. Indeed, I'm waiting less longer to punch the upcoming bombs. That time save allows Rayman to throw the last barrel before getting hit by the last bomb. Thus I'm saving a full vertical throw with the last barrel. I saved 126 frames.
  • Another 2 frames are saves thanks to the framerule but I'm not sure since the framerule here works differently. Something else is interfering with it which makes me lose or save another multiple or 4 frames. I still don't understand what is going on.
4 new strats emerged in Hoodlum Hideout:
  • A faster way to pass all 4 wooden-shielded Hoodlums in Screen 1. It is possible to damage boost and fly over them. It saved 96 frames.
  • A faster way to kill the first 3 metal-shielded Hoodlums in Screen 2. By punching before facing them, they will defend instead of throwing a grenade. Thus I can punch twice and kill them sooner. It saved 42 frames.
  • In Screen 2, a faster movement on a trampoline saved 2 frames.
  • I discovered a new skip at the end of Screen 2. After damage boosting behind the last Hoodlum then jumping against him, it is possible to clip under the floor. Rayman falls directly towards the pole. It saved 144 frames.
So I enter Hunted Dreams 420 frames sooner.
5 new strats emerged in Vertigo Wastes:
  • In Screen 1, a faster route which consists in passing under the first pirate, then killing him on the way back. It saved 9 frames.
  • In Screen 1, a faster way to kill the 2nd pirate, it saved 4 frames. I didn't apply it in Any% because it negatively modified the RNG of the Final Boss.
  • In Screen 1, a faster route on the trampolines which saved 22 frames up to the cage, and 9 frames saved on the way back. So 31 frames saved in total.
  • In Screen 1, an improved movement to kill the pirate after breaking the cage. It saved 6 frames.
  • In Screen 2, a faster way to pass the first pirate. It saved 2 frames.
So I enter Void of Bones 472 frames sooner.
In Void of Bones, both transitions after reaching the poles of Screen 1 and 2 were shorter, I saved 8 frames. I don't understand why. Then I lost 1 frame because of the framerule after Jano.
The improvements in Vertigo Wastes Screen 1 are applied in the backtrack. It saved 11 frames but I lost 3 frames because of the framerule. I cannot save that framerule by rerouting Vertigo Wastes and its backtrack because the length of the only movable segment is a multiple of 4 frames.
So I enter The Mettleworks 487 frames sooner.
3 new strats emerged in The Mettlework:
  • In Screen 1, a faster movement made Rayman land sooner on a moving platform. It saved 5 frames.
  • In Screen 1, a new free damage boost on the blue pirate saved 67 frames.
  • In Screen 2, a new damage boost route was found based on the same new strat to pass the wooden-shielded Hoodlums. I keep an extra life point in order to fly over a blue pirate, which requires 2 life points for damage boosting. That extra life point made me lose 19 frames, but then I saved 84 frames. So that's a net profit of 65 frames. I lost 1 frame because of the framerule.
So I enter Razor Slide 623 frames sooner.
A new damage boost route was found in Razor Slide Screen 2. Instead of getting hit by 2 spiked balls, I damage boost on the blue pirate. I lost 7 frames but saved 94 frames, or a net profit of 87 frames. I saved 1 frame thanks to the framerule.
So I enter the final level 711 frames sooner.
I couldn't fall back on my best RNG seed. The one I selected here is a new seed:
  • In phase 1, I saved 49 frames because I received 4 sets of beams instead of 5 in my previous 100% TAS.
  • In phase 2, I saved 24 frames thanks to faster fireballs, and 56 frames by applying the instant missile shot trick to missile 2 and 4.
  • Unfortunately I lost 128 frames because of a slow last group of bombs.
  • I could skip the final dialogue 1 frame sooner.
So without the instant missile shot trick, this seed is 54 frames slower than the one in the previous 100% TAS. With the trick, it is 2 frames faster.
To conclude, this new version of 100% TAS is 713 frames faster than the previous version, or a time save of 11.93 seconds. Sub 1:16 has been reached!
I hope you'll enjoy this updated TAS. Regards, NinjaCocktail

feos: Claiming for judging.
feos: Updated with an improvement.
feos: Another improvement.

despoa: Processing...
Last Edited by despoa on 3/27/2023 9:02 AM
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