Run - How Do People Speedrun This Flash Game Autoscroller?

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The run series is arguably the most popular  trilogy of flash games ever created. Released in   September of 2008, the first game in the series,  simply titled “Run,” was an instant success,   spreading from Albino blacksheep.com to other  flash game websites such as Coolmathgames and   Kongregate. People loved the game for its  simplistic, yet fluid gameplay and it’s easy   to pick up and start nature. You selected  a speed, clicked on adventure mode, and you   were off to the races, seamlessly moving through  the game’s 50 levels. The game also featured an   infinite mode and an unlockable intense speed  to give the game replay value. The second   game in the series, run 2, took the game in a bit  of a different direction, or rather, a different   dimension. The Two-dimensional surfaces that  the player used to rotate on were replaced with   three dimensional objects. The levels were split  into a runner level set and a skater level set,   with 25 normal levels and 6 unlockable bonus  levels in each category. For run 3, the series   went back a bit more two its roots, having 2d  object tunnels, but the game was an improvement   over the first installment in almost every way.  There were many characters to select from, there   was a much better infinite mode, the controls were  more fluid, rotating no longer caused the gameplay   to temporarily halt, there were more levels and  many branching paths containing extra content,   and there was a storyline… that 95% of  people just skipped through. These games   were fun and were super popular, with run 2  specifically being the most popular game on   coolmathgames, the largest flash gaming site, for  many, many years. With all of this popularity,   it comes as no surprise that speedrunners would  want to take a hand at trying to beat the games   in the series as fast as possible. With so many  different speeds, characters, and ways of playing,   it feels as though it would have instant success  as a speedgame. But, hold on a minute. The games   in the run series all share one attribute in  common; the character is constantly pulled forward   at a seemingly fixed speed; there is no way to  manuver the character forwards or backwards with   the use of keyboard input. It appears as though  you can’t go any faster than the game allows.   So, wouldn’t this make the games in the  run series autoscrollers? And, how are   you supposed to speedrun games like this? That is  the question that this video will aim to answer. By the way, because I always get a million  comments about this on all of my videos, if you   are wondering how to still play flash games after  2020, please check out BlueMaxima’s Flashpoint.   It is a collection of tens of thousands of flash  games that you can play offline once downloaded in   the official standalone adobe flash player, which  us speedrunners have been using for many years now   for convenience and less lag. Now that I have let  you know about this uh, top secret information,   I would appreciate it if you could subscribe and  leave a rating in return. Now, on with the video. Autoscrollers, you’ve probably seen them before.  In almost every 2d mario game, you will approach   a level at some point that forces you to  wait. A lot. The bounds of the screen move   extremely slowly, with a speedy completion of  the level being impossible. For speedrunners,   these levels are horrible because they represent  the antithesis of the idea of speedrunning as a   whole, beating a game quickly through skill and  determination. While the games in the run series   don’t really fit the definition of an  autoscroller in the traditional sense,   and it’s a bit misleading to refer to them  as such… alright look, i needed people to   click on the video… However, the game’s complete  control over the player’s z velocity does produce   a very similar outcome. Like autoscrollers, if the  player doesn’t die along the way, all speedruns of   games in the run series should end with the  exact same time, right? Well, not exactly. Speedruns of Run 1, or more accurately, Run, are  split between two main categories. Adventure mode   and Infinite Mode. There are subcategories  for the three different speeds, for whether   the player is using the runner or the skater,  and for the two different versions of the game:   Flash and HTML5. For simplicity sake, we will only  be talking about runs using the runner character   on the flash version of the game, as that is what  people are most familiar with. In adventure mode,   there are a couple of tenets to follow in order  to score the best possible time, don’t die,   rotate as little as possible, avoid obstacles,  and go through the menus as fast as possible. The   not dying part is pretty self-explanatory, but  it actually extremely difficult to accomplish,   especially on intense speed. At high speeds on the  later levels, the gameplay precision needed to not   fall into the void is monumental. To date, only  one deathless speedrun has been performed on   intense speed by a runner named rubiksmath,  which is a name you are going to be seeing a   lot of throughout this video. Because of this, he  is likely the only person to have ever completed   all 50 levels on adventure mode on intense speed  deathless, even not in a speedrunning context. You   would expect fast to have a lot more runners with  deathless runs, but, in fact, Rubiksmath, Epicoz,   and bman12three4 are the only people who have  done so. Normal speed, despite being much slower,   still only has 6 players who have completed  all of the levels without dying. However,   what accounts for the small, but notable  time fluctuations amongst these deathless   runs? How can rubiksmaths’s normal speed record  be over 5 seconds faster than the slowest normal   speed deathless run by dha. Well, let’s move  over to the second tenet of run speedrunning:   rotating as little as possible. Whenever the  runner touches one of the two adjacent sides   in the tunnel, the gameplay will completely  freeze, as the camera takes a fixed amount of   time in order to adjust to the new perspective.  At 60fps, on normal speed, it takes 20 frames,   or a third of a second, on fast speed, it takes  14 frames, or .233 seconds, and on intense speed,   it takes 10 frames, or a sixth of a second.  However, this doesn’t paint the full picture, as   the runner needs to take a few frames in order to  accelerate to top speed again. Thus, speedruners   have come up with routes in each level in order to  achieve the lowest amount of rotations possible,   with some of these paths certainly being more  difficult than a normal completion of the level.   Some prominent examples are the zero rotation  routes in levels 34 and 37, where the player   must constantly perform tight jumps onto very  thin platforms. There is also a very difficult   strategy called the wall jump, where the player is  able to execute a jump input on the top edge of a   vertical wall to avoid rotating. The window  for executing this jump is extremely small,   but thankfully, the game allows for jump inputs  to be buffered, so the main challenge comes   with positioning the character correctly on the  wall. Too far left, and the wall will be missed,   or the jump just wont happen, and too far  right and the game will perform a rotation.   This exploit has the potential to save rotations  in levels like 17, 25, 30, and 39, but it has only   been performed in the top 2 normal speed runs, as  the trick becomes even harder at faster speeds.   The third tenet, avoiding obstacles, doesn’t have  that big of an application in Run 1 since, well,   there aren’t really any obstacles, but what is  actually an obstacle is the edges of all of the   square tiles. While moving around or rotating,  if the player bumps into these edges or gets   caught on them, it will cause some timeloss as the  player spends a few frames not at top speed. This   is especially important in the later levels, where  the jumps and rotations are much more difficult.   A rotation that barely clips the edge and causes  the player to lose more speed versus a rotation   that lands cleanly on the platform can make all  the difference in a game where the top times may   just be frames apart. However, the most silent,  yet very crucial tenet of run speedrunning,   is menuing speed. After every single level, the  player is prompted with a “Level Complete!” menu   that prompts them to hit the spacebar to move on  to the next level. Because this menu appears 49   times throughout an adventure mode run, how fast  this spacebar input comes is vital. At 60fps,   let’s say a runner takes two extra frames to  menu after each level on average compared to   the first-place time. This is only 1/30th of a  second slower, pretty much imperceptible to anyone   playing or viewing. However, throughout the run,  this would add up to 1.633 seconds of timeloss,   which is anything but insignificant. Most runners  will begin mashing the spacebar before the prompt   comes up so there is no need to react to it. Using  a 3 finger mashing technique, I can average around   13 presses per second, so, disregarding possible  loading times, I can expect my menus to be between   1 and 5 frames. However, during hours of attempts  having to perform hundreds of these mashes,   it is extremely difficult to menu consistently,  especially while having to juggle everything   else like actually playing the game well. This  tenet, unfortunately, is the most annoying out   of the four, and can certainly put people  off from playing the game at a high level.   Thankfully, for most people, who aren’t trying to  become the very best of the best, menuing is not   nearly as vital, with the possible time save from  fast menus just being an added bonus. But, wait   a minute. Adventure mode is only one of the game  modes present in Run 1. How does all of this stuff   apply to infinite mode, and how does it even work? Infinite mode operates on a difficulty percentage,   which correlates to how many tiles are placed in  the level. 5% barely has anything missing, while   99% can sometimes feel impossible to complete due  to how many gaps there are. The game generates a   tunnel of a fixed length at 5% difficulty, and if  the player manages to complete it without dying,   the difficulty will increase by 10%, maxing out  at 99%. However, speedrunners purposefully take   a death in the first level so the difficulty will  only increase by 5% upon completing the tunnel.   While this will initially lose time, because  higher difficulty tunnels are slightly longer,   this will end up saving time in the long run, as  the difficulty of every subsequent tunnel will   be 5% lower than the normal amount. Because 90%  difficulty will still jump to 99% upon completion,   the player still plays the same amount of tunnels  using this method. Once the player completes a   tunnel at 99% difficulty, infinite mode is counted  as being completed. As you may have guessed,   all of the tunnels that are generated in this  game mode are completely random, and there is   no way to be prepared for what is to come. The  player must constantly think on their toes,   mapping out a route to prevent dying, while  also minimizing rotations as much as possible.   However, both the normal and fast speed records  are so optimized that they don’t feature a single   rotation. The player is completely at the game’s  mercy to get a pattern on each level that is even   possible to complete without rotating. On  intense speed, things are a bit different,   with most runners opting to actually reduce their  speed to fast at around 50% difficulty to avoid   dying in the later levels, where the difficulty  of playing the game at intense speed just becomes   unreasonable. Well, except for this badass,  who managed to complete every single level at   top speed, thanks in no small part to the  amazing rng they got, allowing their run   to be 14 seconds faster than second place. Now  that we’ve given a pretty extensive overview of   speedrunning the first Run game, let’s now take  a look at its very different successor, run 2. As mentioned earlier, Run 2 is made up of 62 total  levels, with there being 31 levels for the runner   and 31 levels for the Skater. These 31 levels  are further divided into 25 normal levels and   6 unlockable bonus levels. Each level in the game  has a yellow bonus in it that can be collected,   and for every 5 bonuses that are collected  on a character, 1 bonus level unlocks. The   bonuses in the 25 main levels allow for  the first five bonus levels to be unlocked,   while the bonuses present in those 5 bonus levels  allow for the sixth bonus level to be unlocked.   This level also has a bonus in it, which doesn’t  help unlock anything but it still required for   100% completion. The three main categories in  the game, Runner Level Set, Skater Level Set,   and Both Level sets are therefore split into Any%  and 100% subcategories, where the player either   completes only normal levels while not having to  collect any bonuses or all levels while having to   collect every bonus. Like Run 1, Run 2 has Normal,  fast, and Intense speed subcategories for Runner   Level Set and Skater Level set. However, for  the both level sets category, the game has to be   treated like it is on a new save file, where only  the normal and fast speeds are unlocked. Thus,   the any% category, where the player must complete  the 50 normal levels in the game, is locked on   fast speed the entire time. 100% is initially  locked on fast speed for the first character,   but the second character can actually be  played on intense speed. This is because,   to unlock intense speed on one character,  you have to complete 100% of the levels and   collect all of the bonuses on the other character.  Skater is the most optimal choice to start with   since intense speed saves much more time on runner  due to it being the longer level set of the two   in terms of completion time. The main tenets of  Run 1 speedrunning all apply to run 2 as well,   with avoiding deaths staying crucial, difficult  and/or inventive strategies to save rotations   becoming vital, menuing staying important, and  avoiding obstacles becoming much more pertinent.   To save rotations, speedrunners will rotate on the  back of platforms when not intended, perform large   jumps that are barely possible, and execute  movement that becomes near impossible at high   speeds. However, the most interesting rotation  save of all is this corner launch in level 23 of   skater (found by yours truly) that can save two  rotations. Unfortunately, this save is also one   of the hardest in the entire game, and it comes at  the very tail end of the level set. There are only   3 runners that have ever pulled off this strategy  first try in a personal best run, speaking volumes   to its sheer difficulty. Staying deathless is  extremely challenging in some categories, with   skater on intense speed only having two players  that have submitted a deathless run. However, it   gets far worse than that. The current 100% skater  intense world record by rubiksmath has… 18 deaths   (i counted) with rubiks switching from intense  to fast speed after completing level 20. This is   allowed since, like run 1, the speed subcategory  just marks the highest speed that you played on   in the run. The current full game any% record also  by rubiks is deathless since every level has to be   played on fast speed and no bonuses are required,  with rubiks actually pulling off a lot of   difficult rotation saves like the back rotation in  level 18 of runner. 100%, however, is a different   story, with rubiks taking 12 deaths throughout  the course of the run, mainly due to playing   the runner on intense speed. However, rubiks has  to take a time hit while changing the speed in   some levels. After obviously having to change the  speed to intense when first playing the runner,   he changes his speed down to fast in level 25  since the bonus route is almost impossible to nail   first try on intense speed. Rubiks then changes  the speed back up to intense for bonuses 1, 2,   and 3, where he then goes all the way down  to normal speed for bonus 4. In this level,   the player can’t jump at all, and the platforming  is insanely difficult, even at slower speeds.   Only a handful of people are known to have ever  completed this level with the bonus a single time   on intense speed, so it is extremely unlikely that  a 100% world record in the future will ever omit   this speed drop. Rubiks then finishes out bonus  5 and 6 on intense speed to complete the run   in 6:19. By dying significantly less, using some  currently unimplemented 100% rotation saves,   and executing the necessary speed changes much  quicker, a time under 6 minutes is thought to   barely be attainable. However, time will tell if  we ever manage to get there. By 100%ing the game,   the player is rewarded with a cheat code that  allows each of the level sets to be played with   double jumps, either with the normal character  or the character from the other level set,   so there are subcategories on each level set for  these three combinations. Most of these categories   do not have that many runs in them, but Skater  Level Set with double jumps at intense speed is   actually more popular than it is without double  jumps. Again, the full-game categories do not   have these divisions since the file is treated as  fresh, so the cheat isn’t unlocked. Altogether,   this means that Run 2 has 38 different categories  to speedrun in a game that can be 100%ed in less   than 7 minutes, which I think is pretty awesome.  However, what isn’t awesome is that Run 1’s   menuing problem is even worse in Run 2, since the  levels in run 2 happen to be much shorter, greatly   increasing the average amount of level transitions  per minute of gameplay. To emphasize how important   this is, speedrunner Gradient41 managed to beat my  skater fast PB by .267 seconds without using the   rotationless 23 strategy, which can save up to .7  seconds. This means that gradient saved an entire   second compared to me just off of menuing. When  the top 5 in the category are just around 1 second   apart, this is an enormous deal. Thankfully, like  run 1, this only becomes a large problem at a high   level, and there are also plenty of categories  that players can choose to optimise instead that   are not so heavily reliant on menuing. Such  as the skater intense 100% record that has 18   deaths and only actually plays on intense  speed for 20 out of the 31 levels. Now,   to wrap up this video, lets take a look at the  most recent installment in the run series, run 3. Contrary to run 2’s massive amount of categories,  run 3 has just 4. Any%, NG+, All Levels in the   Original Release, and Reverse. The main tunnel  is made up of 65 different levels that the player   must complete on a fresh save file. However the  first three levels can be skipped by clicking on   the credits button, so that is actually when  timing starts. Levels 4-10 must be played on   runner, whereafter the skater can be switched  to which, like in the other games in the series,   is much faster than the runner. This comes with  the tradeoff that the later levels of the game   are extremely difficult to complete first  try on skater. Thus, some runners switch   back to runner once the the levels become too  difficult. However, to compete at the very top,   the game must be completed deathless while on  skater from level 11 onward, like dha does in   his current world record of 10:46. In ng+ the  objective is still to complete the main tunnel,   but any unlockable character may be used  from the start. However, skipping levels 1-3   using the credits button is not allowed.  NG+ does not require a fresh save file,   so there are no cutscenes that need to be mashed  through or skipped. The fastest character to   play through the game with is actually the bunny  since it has a higher top speed than the skater,   which is what randomkid999 uses in his current  world record of 9:48 which has 0 deaths.   All Levels in the Original Release requires  the levels in the main tunnel and all of the   side tunnels to be completed. The reason that  there isn’t a 100% category for any subsequent   releases is because the game has been updated a  multitude of times since 2014, and many different   levels have been added along the way. Since it  is pretty much impossible to keep track of this,   it has been decided that a true 100% will not  exist until the game receives its final update.   Finally, the miscellaneous reverse category is  like the NG+ mode, but you start at the end of   level 65 and try to reach the beginning of level  1. Not only are the levels in reverse order,   but you are also playing them backwards as well,  which changes all of the memorized platforming in   the game. This mode is activated by holding down  the previous button in the pause menu. The current   world record of 9:55 by randomkid unsurprisingly  uses the bunny, with the run only being 7 seconds   slower than the NG+ world record. In run 3, the  rotations were altered to not lose any time,   removing that avenue of potential timesave  and timeloss. Additionally, the levels are all   continuous, meaning that menuing is no longer a  factor either, right? Well, not exactly. You see,   you can actually save some time on every single  level transition by exiting to the main menu   right when the level completes, and reselecting  explore mode. This causes the player to skip   the small buffer region present between every  single level in the game, which adds up to a   decent timesave throughout the run. However,  it is not quite as big as one would expect,   since the player has to regain acceleration  upon being placed at the start of each level,   causing each menu to save just a handful of  frames, with slow menus actually losing time. This   exploit also allows for the mashable cutscenes  at the end of levels 10 and 40 to be skipped,   allowing for some additional timesave in any%.  The faster that a menu is performed, the more time   that it saves, and it is the reason why dha’s any%  world record of 10:46 is 7 seconds faster than the   second-place time of 10:53 by marc2427, despite  both runs being deathless and using the skater   the entire time. However, this technique actually  doesn’t save time in the NG+ categories since the   bunny has such a high top speed that the loss  of acceleration would make it slower. Finally,   run 3 also has a Level leaderboard for speedruns  of the 22 side tunnels present in the game.   These categories are not nearly as competitive  as the main ones, but they still provide a   unique experience due to the wide array of  possible character sections and the special   tiles and blocks that are present, such as the ice  blocks, which give the player additional speed.   Run 3 is quite a complex, diverse speedgame,  and its apparent disconnect from the normal   speedrunning tenets present in Run 1 and 2  gives it a much different feel and experience. So, there you have it. A comprehensive overview  of the speedrunning landscape present across the   run series, games that most people would not  expect to be so thought out and competitive.   All of these games could be perceived as  an autoscroller in some capacity, but due   to a variety of factors such as rotations,  obstacles, menuing, character selection,   routing, avoiding deaths, and much, much more, the  speedrunning landscape of the series is anything   but simplistic. A game as short as run 1 and  2 are able to have so many speedrun categories   due to the large amount of options that the game  provides, ensuring that there really is something   there for everyone. Run 3, while having less  main categories, does have a bunch of unique   individual level categories that players  can compete in due to it being a larger,   more fleshed out game. The series having the  name Run shows that going fast is something that   is baked into the identity of these games at their  very core, and for speedrunners, we appreciate   being able to push these games to their absolute  limits to see how fast they can really go. Thank you all so much for watching to the end of  this video, though I urge you to continue watching   through these ending remarks, as there are some  extremely important things that I still need to   mention. While I was wrapping this project up,  Rubiksmath sent me this really interesting stream   of dms along with this accompanying video him  launching the runner into the stratosphere for   around 7 seconds by getting a really janky  corner boost off the side of this platform.   After 8 more hours of corner boost attempts,  he became the first person to complete level 16   of runner rotationless, which saves around .37  seconds on fast speed. This discovery shows us   that run 2 may not be as solved as we think from a  rotation standpoint, however, only time will tell   if a player ever actually manages to pull this  off in a full run. And speaking of runner fast,   speedrunner rubiksMETH recently got a new  world record in the category with a 2:31.700   using the run legal among us character hack  of the game. Rubiksmeth didn’t stop there,   also getting the the records in the runner dj and  skater dj categories one day later and two days   later respectively. When I finished this script,  rubiksmath had an astonishing 37/38 of the records   in run 2, dangerously close to sweeping every  single record, but because of this he currently   sits at *just* 34/38. Let me know in the comments  if you would like to see a video covering more of   the history side of run 2 and rubiksmaths’s  quest for the full world record sweep.   If you are interested in learning how to speedrun  games in the run series or any other flash games   that i’ve covered on my channel, make sure to  join my discord server linked in the description,   as I have created a resources channel that  contains links to various other speedrunning   discords and tutorials. Thank you all once again,  and I hope that you have a great rest of your day.
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Channel: Maximum
Views: 1,120,445
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Keywords: maximum, run, run 2, run 3, speedrun, autoscroller, flash game, run 2 speedrun, run 3 speedrun, run 2 world record, run 3 world record, world record, wr, run speedrun world record, run speedrun, speedrunning, adobe flash, flash player, flash games, run wr, run 3 wr, run 3 flash, run game, flash, flash game speedrun, flash speedrun, run world record, glitch, speedrun world record, run cool math games, run 1 speedrun, run flash game, itsmaximum, run 1, Maximum
Id: t_aXu5M32TE
Channel Id: undefined
Length: 27min 0sec (1620 seconds)
Published: Wed Jul 21 2021
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