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I have spent 3 hours, 14 minutes, and 44 seconds&nbsp;
covering the world record history of a 3 minute&nbsp;&nbsp;

00:00:13.920 --> 00:00:22.040
long flash game made by a concrete mixer salesman&nbsp;
back in 2009. That’s how long it took to cover 41&nbsp;&nbsp;

00:00:22.040 --> 00:00:28.960
records set by 13 different runners over the&nbsp;
span of 12 years. In the previous part, Red&nbsp;&nbsp;

00:00:28.960 --> 00:00:36.120
Ball Speedruns - Beyond the 3 Minute Milestone, we&nbsp;
explored how the time went from a 2:57 by Caramel,&nbsp;&nbsp;

00:00:36.120 --> 00:00:44.400
the first sub 3, to a 2:48 by Yak27, the first&nbsp;
sub 2:50. This was made possible thanks to a few&nbsp;&nbsp;

00:00:44.400 --> 00:00:52.240
frame dependent strategies that revolutionized&nbsp;
the game, namely Bird 3, Max 6, Resetless 10,&nbsp;&nbsp;

00:00:52.240 --> 00:01:00.000
and PBird 11. However, these discoveries, enabled&nbsp;
by a tool-assisted speedrun mod created in 2021,&nbsp;&nbsp;

00:01:00.000 --> 00:01:05.640
were widely believed to be almost all that the&nbsp;
game had to offer in terms of viable real-time&nbsp;&nbsp;

00:01:05.640 --> 00:01:13.000
setups. Sure, the TAS of the game was a sub 2:30,&nbsp;
and the segmented sum of best wasn’t too far off,&nbsp;&nbsp;

00:01:13.000 --> 00:01:18.680
but the stuff that people could pull off in&nbsp;
actual runs wasn’t even close to matching&nbsp;&nbsp;

00:01:18.680 --> 00:01:24.200
those individual level accomplishments. However,&nbsp;
if you glanced at the length of this video before&nbsp;&nbsp;

00:01:24.200 --> 00:01:29.920
clicking, then you know that we have a lot to&nbsp;
discuss. For Red Ball’s time to be pushed lower,&nbsp;&nbsp;

00:01:30.440 --> 00:01:34.720
more and more of these setups needed to&nbsp;
be found and implemented in each level,&nbsp;&nbsp;

00:01:34.720 --> 00:01:39.880
replacing variable movement with binary&nbsp;
outcomes. This quest for perfection was&nbsp;&nbsp;

00:01:39.880 --> 00:01:46.360
the next chapter in Red Ball’s story, and&nbsp;
indeed, just a month after the first sub 2:50,&nbsp;&nbsp;

00:01:46.360 --> 00:01:52.775
there was already a massive discovery that blew&nbsp;
the game’s ceiling wide open. Let’s take a look.&nbsp;

00:02:07.960 --> 00:02:13.720
6 frame perfect inputs for around 2.5&nbsp;
seconds of time save. Four years earlier,&nbsp;&nbsp;

00:02:13.720 --> 00:02:18.800
UltraAug discovered that a frame perfect&nbsp;
bounce pad jump could get you to the top&nbsp;&nbsp;

00:02:18.800 --> 00:02:25.320
of the level earlier, and world record contenders&nbsp;
had been using the same route ever since. However,&nbsp;&nbsp;

00:02:25.320 --> 00:02:31.880
by thinking outside of the box, NotVeryGood was&nbsp;
able to combine the top and bottom routes through&nbsp;&nbsp;

00:02:31.880 --> 00:02:37.960
the level into something much greater, and it&nbsp;
became known as Mug 7. A version of this hybrid&nbsp;&nbsp;

00:02:37.960 --> 00:02:44.480
route had already made its way into the TAS,&nbsp;
but it required dozens of frame perfects. Now,&nbsp;&nbsp;

00:02:44.480 --> 00:02:50.320
it had a good chance of being incorporated into&nbsp;
runs, especially after BirdBanana reduced the&nbsp;&nbsp;

00:02:50.320 --> 00:02:56.360
frame perfect count to 5. Former world record&nbsp;
holder NorXor even managed to hit it twice in&nbsp;&nbsp;

00:02:56.360 --> 00:03:02.600
a row during practice later that month. However,&nbsp;
with the visual cues for most inputs being quite&nbsp;&nbsp;

00:03:02.600 --> 00:03:09.320
awkward and easier time saves being present&nbsp;
in the run, it wasn’t worth going for… yet.&nbsp;

00:03:09.320 --> 00:03:14.760
As is typical whenever a large barrier is&nbsp;
shattered, the hype around top level competition&nbsp;&nbsp;

00:03:14.760 --> 00:03:22.200
died down for a while after Yak’s 2:48. It wasn’t&nbsp;
until May of 2022 that we would see another world&nbsp;&nbsp;

00:03:22.200 --> 00:03:30.000
record set, that being a 2:47.935 by Big_Mukmuk.&nbsp;
He missed the corner boost setup in level 4&nbsp;&nbsp;

00:03:30.000 --> 00:03:35.520
to save a cycle on the death warp, but he still&nbsp;
had the potential to break the record by a wide&nbsp;&nbsp;

00:03:35.520 --> 00:03:41.800
margin going into level 11 thanks to his excellent&nbsp;
movement throughout the run. Unfortunately,&nbsp;&nbsp;

00:03:41.800 --> 00:03:48.360
he barely messed up the train strategy that he&nbsp;
was going for. Back in June of 2021, BirdBanana&nbsp;&nbsp;

00:03:48.360 --> 00:03:54.280
had discovered a setup to complete the train&nbsp;
level in under 16 seconds, collecting the flag&nbsp;&nbsp;

00:03:54.280 --> 00:03:59.920
before it went under the ground triangle. This&nbsp;
required just a handful of frame perfects, but the&nbsp;&nbsp;

00:03:59.920 --> 00:04:06.360
unclear visual cues made it very difficult to pull&nbsp;
off. Pearce and InsaneJetman later evolved the&nbsp;&nbsp;

00:04:06.360 --> 00:04:12.600
setup into a way to back up the traditional PBird&nbsp;
strategy if you mistimed your first right press,&nbsp;&nbsp;

00:04:12.600 --> 00:04:19.000
coining it PJet. Even though this variant required&nbsp;
an extra frame perfect, the more distinct visual&nbsp;&nbsp;

00:04:19.000 --> 00:04:25.600
cues for each input made it a lot easier, causing&nbsp;
top runners to consider incorporating it. Mukmuk&nbsp;&nbsp;

00:04:25.600 --> 00:04:30.760
nailed the beginning of the setup to get past&nbsp;
the large spikes, but he unfortunately mistimed&nbsp;&nbsp;

00:04:30.760 --> 00:04:36.920
this jump off the black platform, causing him to&nbsp;
miss the corner boost. This tiny mistake cost him&nbsp;&nbsp;

00:04:36.920 --> 00:04:43.640
two seconds, but he still scraped by with a new&nbsp;
world record. However, the most notable takeaway&nbsp;&nbsp;

00:04:43.640 --> 00:04:52.600
was that the sum of Mukmuk’s best segments was&nbsp;
a 2:37. Indeed, with Mug 7 and sub 16 train,&nbsp;&nbsp;

00:04:52.600 --> 00:04:59.200
a sub 2:40 was on the cusp of being feasible.&nbsp;
Another discovery or two is likely all that was&nbsp;&nbsp;

00:04:59.200 --> 00:05:04.840
needed to piece together a viable route, but in&nbsp;
the meantime, runners were focused on optimizing&nbsp;&nbsp;

00:05:04.840 --> 00:05:11.480
the strategies they already had at their disposal.
On June 21st, NorXor made it to the late game on&nbsp;&nbsp;

00:05:11.480 --> 00:05:19.000
easy sub 2:50 pace, despite having lost 2 seconds&nbsp;
from missing Bird 3. After hitting resetless 10,&nbsp;&nbsp;

00:05:19.000 --> 00:05:24.148
his nerves shot through the roof.&nbsp;
It all came down to level 11…&nbsp;

00:05:48.840 --> 00:05:57.160
With a heart rate of 188, NorXor choked a sub&nbsp;
2:50 at the last possible moment. Regardless,&nbsp;&nbsp;

00:05:57.160 --> 00:06:03.000
in an era dominated by new age runners,&nbsp;
NorXor proved that us old timers still had&nbsp;&nbsp;

00:06:03.000 --> 00:06:08.680
the potential to make a splash. However,&nbsp;
across the board, Red Ball still had a&nbsp;&nbsp;

00:06:08.680 --> 00:06:14.720
distinct lack of enthusiasm that was holding&nbsp;
back its potential development. Thankfully,&nbsp;&nbsp;

00:06:14.720 --> 00:06:18.612
there was an event in the pipeline&nbsp;
that sought to shake things up.&nbsp;

00:06:31.920 --> 00:06:38.840
Super Mario 63 is one of the most iconic flash&nbsp;
games ever created. An ambitious mashup of&nbsp;&nbsp;

00:06:38.840 --> 00:06:45.600
several mario games in a single 2D package, it&nbsp;
is a hallmark of the bustling creativity that&nbsp;&nbsp;

00:06:45.600 --> 00:06:52.000
the Flash platform provided. With a world record&nbsp;
history that is almost as storied as Red Ball’s,&nbsp;&nbsp;

00:06:52.000 --> 00:06:58.400
it only made sense for the two game’s communities&nbsp;
to combine forces at some point. Dignity pitched&nbsp;&nbsp;

00:06:58.400 --> 00:07:04.760
the idea of having members from each community&nbsp;
learn and speedrun the other game for a week&nbsp;&nbsp;

00:07:04.760 --> 00:07:10.720
to see what kind of time they could get. The top&nbsp;
3 runs for each game would be averaged together,&nbsp;&nbsp;

00:07:10.720 --> 00:07:16.280
and whatever community was closer to the world&nbsp;
record from a percentage standpoint would win.&nbsp;&nbsp;

00:07:16.280 --> 00:07:22.440
The SM63 community had a lot of talent to draw&nbsp;
from, most notably Vertic, who had the game’s&nbsp;&nbsp;

00:07:22.440 --> 00:07:29.640
Any% world record by a mile. Vertic had also swept&nbsp;
every world record in the original Vex trilogy,&nbsp;&nbsp;

00:07:29.640 --> 00:07:34.400
another set of flash game platformers. It&nbsp;
would be interesting to see what kind of&nbsp;&nbsp;

00:07:34.400 --> 00:07:40.760
times himself and other Mario 63 runners would&nbsp;
be able to pull off in a limited time frame:&nbsp;&nbsp;

00:07:40.760 --> 00:07:49.269
June 24th to June 30th. Vertic speedran Red Ball&nbsp;
for the first time on day 1, and then on day 3…

00:08:18.600 --> 00:08:26.480
In just 391 attempts, Vertic got a sub 3, a feat&nbsp;
that had taken most runners thousands of tries and&nbsp;&nbsp;

00:08:26.480 --> 00:08:33.160
months of effort. Setting a time only 7% slower&nbsp;
than Mukmuk’s world record, this was equivalent&nbsp;&nbsp;

00:08:33.160 --> 00:08:40.800
to achieving a sub 6:45 in sm63 in the context&nbsp;
of the competition. The best time that the Red&nbsp;&nbsp;

00:08:40.800 --> 00:08:49.200
Ball community ended up setting was a 7:53 by me.&nbsp;
The competition was set to be an absolute blowout,&nbsp;&nbsp;

00:08:49.200 --> 00:08:54.238
but right before the final results were&nbsp;
tallied, someone ended up lessening the blow.

00:09:37.600 --> 00:09:45.360
2:44.484. Poguin shattered the world record by 3&nbsp;
and a half seconds, making it the largest record&nbsp;&nbsp;

00:09:45.360 --> 00:09:52.840
jump since rare.eg’s iconic 3:07. In the era of&nbsp;
tool-developed setups, something like this was&nbsp;&nbsp;

00:09:52.840 --> 00:09:58.800
completely unprecedented. The run had almost&nbsp;
no mistakes, and it even implemented a few&nbsp;&nbsp;

00:09:58.800 --> 00:10:05.760
new strategies. Firstly, he had a new level&nbsp;
6 setup called Star 6, which only required 2&nbsp;&nbsp;

00:10:05.760 --> 00:10:12.520
frame perfects instead of 3. Not only was this&nbsp;
strategy easier, it also completely removed the&nbsp;&nbsp;

00:10:12.520 --> 00:10:18.480
reaction time barrier that was present with Max 6,&nbsp;
since the inputs came much later after the level&nbsp;&nbsp;

00:10:18.480 --> 00:10:25.480
transition. Next, he implemented a 4 frame perfect&nbsp;
setup in level 7 that built up enough speed to&nbsp;&nbsp;

00:10:25.480 --> 00:10:32.240
skip the moving platforms without using the top&nbsp;
route. This was around a second slower than Mug 7,&nbsp;&nbsp;

00:10:32.240 --> 00:10:37.720
but it proved to be a decent bit easier. The&nbsp;
only mistake present in the run was missing&nbsp;&nbsp;

00:10:37.720 --> 00:10:44.400
the corner boost at the end of PJet 11, costing&nbsp;
around 2 seconds. It is also worth noting that&nbsp;&nbsp;

00:10:44.400 --> 00:10:49.760
this was the first world record performed on the&nbsp;
Tournament Edition of the game, which included an&nbsp;&nbsp;

00:10:49.760 --> 00:10:56.880
in-game timer and printed the date at the end of&nbsp;
each run. The timer truncated to 3 decimal places,&nbsp;&nbsp;

00:10:56.880 --> 00:11:04.960
which is why the milliseconds of Poguin’s record&nbsp;
read .483 instead of the properly rounded .484.&nbsp;&nbsp;

00:11:04.960 --> 00:11:11.120
While the timing of runs in the past had always&nbsp;
been a bit ambiguous, since a 31 frames-per-second&nbsp;&nbsp;

00:11:11.120 --> 00:11:18.960
game does not cleanly fit into either a 30FPS or&nbsp;
60FPS video, any run performed on this version&nbsp;&nbsp;

00:11:18.960 --> 00:11:25.320
would have a 100% accurate retime. Some runners&nbsp;
still preferred playing on the standard version,&nbsp;&nbsp;

00:11:25.320 --> 00:11:29.560
but the tournament edition would become&nbsp;
more and more commonplace moving forward.&nbsp;

00:11:29.560 --> 00:11:35.480
Even factoring in Poguin’s improvement to the&nbsp;
world record, the Super Mario 63 community still&nbsp;&nbsp;

00:11:35.480 --> 00:11:42.280
beat the Red Ball community by over 17% in the&nbsp;
competition. Vertic had proved himself capable of&nbsp;&nbsp;

00:11:42.280 --> 00:11:48.680
being a top Red Ball runner, but only time would&nbsp;
tell if he’d continue to push his personal best.&nbsp;

00:11:48.680 --> 00:11:54.680
After Poguin’s 2:44, another world record&nbsp;
wasn’t expected to happen any time soon,&nbsp;&nbsp;

00:11:54.680 --> 00:12:01.720
and if one was, it would more than likely be by a&nbsp;
tiny margin. Yak27 was attempting to reclaim his&nbsp;&nbsp;

00:12:01.720 --> 00:12:07.840
record with the same route at Poguin, hoping to&nbsp;
gain an edge by nailing PJet. He got a run that&nbsp;&nbsp;

00:12:07.840 --> 00:12:13.760
missed the corner boost during bottom route&nbsp;
7, which lost around 1.5 seconds. However,&nbsp;&nbsp;

00:12:13.760 --> 00:12:20.522
his levels 8-10 were optimal, and he&nbsp;
had the ability to close the gap in 11.

00:12:40.720 --> 00:12:46.600
Yak27 beat the world record by just 6&nbsp;
frames. Though he was now back on top,&nbsp;&nbsp;

00:12:46.600 --> 00:12:53.040
he wanted to push the record further, as did the&nbsp;
man that he just bested. Poguin and Yak both knew&nbsp;&nbsp;

00:12:53.040 --> 00:12:59.160
that the current route could get a 2:42, but they&nbsp;
both decided to implement Mug 7, pushing that&nbsp;&nbsp;

00:12:59.160 --> 00:13:04.920
potential even lower. In August, they were still&nbsp;
far ahead of everyone else on the leaderboard,&nbsp;&nbsp;

00:13:04.920 --> 00:13:11.400
and the record was ready to fall at any moment. On&nbsp;
August 15th, Yak had a run that missed resetless&nbsp;&nbsp;

00:13:11.400 --> 00:13:17.800
4, meaning that he had to wait to get the death&nbsp;
warp on the back of the axe. He nailed Mug 7,&nbsp;&nbsp;

00:13:17.800 --> 00:13:22.920
but he unfortunately didn’t press left for long&nbsp;
enough before the super bounce, causing him to&nbsp;&nbsp;

00:13:22.920 --> 00:13:29.280
bonk the red wall. These two mistakes combined&nbsp;
lost around 2.5 seconds, but since he had messed&nbsp;&nbsp;

00:13:29.280 --> 00:13:35.480
up a slower level 7 strategy in his world record,&nbsp;
it was a bit of a wash. He took the lead after&nbsp;&nbsp;

00:13:35.480 --> 00:13:41.240
nailing a new strategy called Carline in level&nbsp;
8. With a frame perfect left to right switch at&nbsp;&nbsp;

00:13:41.240 --> 00:13:46.360
the start of the level and a jump on the ramp&nbsp;
in a two frame window, Red Ball gets enough&nbsp;&nbsp;

00:13:46.360 --> 00:13:52.040
height to clear this barrier without slowing&nbsp;
down, saving almost a second. He extended his&nbsp;&nbsp;

00:13:52.040 --> 00:13:58.885
lead after getting a near perfect plunger jump,&nbsp;
and a perfect PJet put him on pace for a 2:43.

00:14:22.950 --> 00:14:29.880
That accidental corner jump in level 12 cost&nbsp;
him the 2:43, but LiveSplit showed a new world&nbsp;&nbsp;

00:14:29.880 --> 00:14:37.520
record by 0.09 seconds. However, upon frame&nbsp;
counting, the real time of the run was revealed&nbsp;&nbsp;

00:14:37.520 --> 00:14:48.280
to be 2:44.258: just a single frame faster.
A week later, Poguin had a run that got Star 6&nbsp;&nbsp;

00:14:48.280 --> 00:14:54.800
on the second try and nailed all the other setups.&nbsp;
However, since his hood launch and plunger were&nbsp;&nbsp;

00:14:54.800 --> 00:15:03.680
a bit less than optimal, the run clocked in&nbsp;
at 2:44.065, another 6 frame improvement. So,&nbsp;&nbsp;

00:15:03.680 --> 00:15:10.560
despite three new world records being set in the&nbsp;
past month, the time only dropped by 13 frames,&nbsp;&nbsp;

00:15:10.560 --> 00:15:18.040
or 0.419 seconds. It truly seemed like the game&nbsp;
was running into a wall in terms of optimization,&nbsp;&nbsp;

00:15:18.040 --> 00:15:24.840
and hope of another sizable record ever being&nbsp;
set was dwindling by the day. Yes, an optimal&nbsp;&nbsp;

00:15:24.840 --> 00:15:30.760
run with Poguin and Yak’s route could certainly&nbsp;
get a 2:41, but it seemed like the road to get&nbsp;&nbsp;

00:15:30.760 --> 00:15:39.371
there would be extremely long. However, that’s not&nbsp;
the path that the record history ended up taking.&nbsp;

00:16:28.960 --> 00:16:36.240
Well, that’s more like it. In one run, Yak27&nbsp;
improved the world record by six times what&nbsp;&nbsp;

00:16:36.240 --> 00:16:44.480
the previous three records had combined. He&nbsp;
nailed 2 corner jump, resetless 4, Star 6,&nbsp;&nbsp;

00:16:44.480 --> 00:16:51.640
Mug 7, resetless 10, and PJet 11 first&nbsp;
try. He did omit Carline this time around,&nbsp;&nbsp;

00:16:51.640 --> 00:16:57.080
but he added in Cookie 3, which saves&nbsp;
around a third of a second over Bird 3.&nbsp;&nbsp;

00:16:57.080 --> 00:17:02.000
His hood launch and plunger weren’t perfect,&nbsp;
but he still achieved a run that was near the&nbsp;&nbsp;

00:17:02.000 --> 00:17:08.120
limit for this route. The implementation of&nbsp;
another strategy or two is likely all that&nbsp;&nbsp;

00:17:08.120 --> 00:17:14.560
a sub 2:40 would need. He included a bold&nbsp;
prediction in the description of the run:&nbsp;&nbsp;

00:17:14.560 --> 00:17:21.920
“3x will happen in 2022!”. With only 4 months left&nbsp;
in the year, it would almost certainly be himself&nbsp;&nbsp;

00:17:21.920 --> 00:17:30.654
or Poguin claiming this final milestone should his&nbsp;
prediction become a reality. Well, not so fast.

00:18:23.000 --> 00:18:31.400
By the time Yak set his 2:41, Vertic had shot up&nbsp;
to 3rd place on the leaderboard with a 2:44.613,&nbsp;&nbsp;

00:18:31.400 --> 00:18:38.040
placing the top 3 in a dead heat. After Yak&nbsp;
demolished the record, Vertic knew that he&nbsp;&nbsp;

00:18:38.040 --> 00:18:44.040
had to implement more strategies to increase his&nbsp;
odds of breaking the record and possibly setting&nbsp;&nbsp;

00:18:44.040 --> 00:18:51.120
the first sub 2:40. He added Mug 7 to match Yak’s&nbsp;
route, and he brought Carline 8 back in from the&nbsp;&nbsp;

00:18:51.120 --> 00:18:58.960
sidelines. He also incorporated a setup in level&nbsp;
12 that NotVeryGood used in a TAS back in July&nbsp;&nbsp;

00:18:58.960 --> 00:19:05.680
of 2022. With a frame perfect jump release at&nbsp;
the start and a frame perfect jump on the pillar,&nbsp;&nbsp;

00:19:05.680 --> 00:19:10.720
Red Ball can bounce in the spike pit&nbsp;
without dying. By jumping after the recoil,&nbsp;&nbsp;

00:19:10.720 --> 00:19:16.400
Red Ball will avoid bonking into this ceiling,&nbsp;
saving around half a second. Furthermore,&nbsp;&nbsp;

00:19:16.400 --> 00:19:22.280
by frame perfectly jumping out of the tunnel,&nbsp;
Red Ball will be set up for a corner jump off&nbsp;&nbsp;

00:19:22.280 --> 00:19:28.840
this stair, saving another full second. This&nbsp;
strategy was the final piece in the puzzle&nbsp;&nbsp;

00:19:28.840 --> 00:19:35.560
of a viable 2:3x route, and since it was also&nbsp;
the very last thing that had to be performed,&nbsp;&nbsp;

00:19:35.560 --> 00:19:42.560
it was aptly named 3x choker. Vertic was the&nbsp;
most prepared out of anyone to shatter the game’s&nbsp;&nbsp;

00:19:42.560 --> 00:19:50.177
final 10 second barrier, and just a week after&nbsp;
setting his 2:44, he had his first opportunity.&nbsp;

00:20:04.400 --> 00:20:12.160
Going into level 11, he was only one and a half&nbsp;
seconds behind his sum of best of 2:37.95. With&nbsp;&nbsp;

00:20:12.160 --> 00:20:20.002
PJet and 3x choker, this could easily be&nbsp;
the one. Let’s see what Vertic made of it.&nbsp;

00:20:42.200 --> 00:20:49.040
By releasing jump a frame early at the start,&nbsp;
Vertic ended up dying in the spike pit, choking&nbsp;&nbsp;

00:20:49.040 --> 00:20:55.760
3x choker. He also flubbed his second attempt,&nbsp;
requiring him to implement a frame-dependent&nbsp;&nbsp;

00:20:55.760 --> 00:21:02.080
backup to still get the corner jump on the stairs.&nbsp;
Despite the heartbreaking failure, the run still&nbsp;&nbsp;

00:21:02.080 --> 00:21:08.200
had significant context in the overall quest&nbsp;
for perfection with Red Ball speedruns. Never&nbsp;&nbsp;

00:21:08.200 --> 00:21:13.920
in the game’s history had a top-level runner&nbsp;
been able to play the first 11 levels of the&nbsp;&nbsp;

00:21:13.920 --> 00:21:22.040
game anywhere close to within 1.5 seconds of&nbsp;
their theoretical cap. In fact, rare.eg’s 3:07,&nbsp;&nbsp;

00:21:22.040 --> 00:21:28.720
a run that was hailed as essentially being perfect&nbsp;
for the strategies used, was still the closest&nbsp;&nbsp;

00:21:28.720 --> 00:21:36.320
a world record had ever gotten to the runner’s&nbsp;
sum of best, over 3 seconds away. At this point,&nbsp;&nbsp;

00:21:36.320 --> 00:21:42.800
every single level in the game involved a&nbsp;
frame-dependent strategy except for 1, 5, and&nbsp;&nbsp;

00:21:42.800 --> 00:21:49.720
9. And, since level 1 just involves a single jump&nbsp;
over this barrier, and level 5 just requires a&nbsp;&nbsp;

00:21:49.720 --> 00:21:56.440
jump up this slope and then to the flag, the only&nbsp;
level that fully relied on non-fixed movement was&nbsp;&nbsp;

00:21:56.440 --> 00:22:03.200
level 9. While it had taken a while for runners&nbsp;
to master this new era of Red Ball speedrunning,&nbsp;&nbsp;

00:22:03.200 --> 00:22:09.480
it finally seemed like the end game had&nbsp;
arrived. If you wanted to set a top level time,&nbsp;&nbsp;

00:22:09.480 --> 00:22:15.120
you simply selected a frame-dependent setup for&nbsp;
each level, added the times that they yielded,&nbsp;&nbsp;

00:22:15.120 --> 00:22:20.000
left a second or two of wiggle room&nbsp;
for the bits that were still variable,&nbsp;&nbsp;

00:22:20.000 --> 00:22:24.880
and that is the time that you could expect&nbsp;
to get. All that it came down to was whether&nbsp;&nbsp;

00:22:24.880 --> 00:22:32.520
you hit all of the frame perfects or not, of&nbsp;
which, the sub 2:40 route had roughly 23. And,&nbsp;&nbsp;

00:22:32.520 --> 00:22:36.960
on the subject of frame perfect counts,&nbsp;
every single time that I mention them,&nbsp;&nbsp;

00:22:36.960 --> 00:22:43.520
I get plenty of people commenting the exact same&nbsp;
thing. “Are you serious? Geometry Dash has levels&nbsp;&nbsp;

00:22:43.520 --> 00:22:50.680
with over a hundred frame perfects. Hitting 23 is&nbsp;
so easy!” Alright, alright, geez dude calm down.&nbsp;&nbsp;

00:22:50.680 --> 00:22:57.520
Give me a few minutes to explain why analyzing the&nbsp;
difficulty of frame perfects isn’t that simple.

00:22:57.520 --> 00:23:05.480
Red Ball is a 31FPS game, meaning that each frame&nbsp;
should last for about 32 milliseconds. In theory,&nbsp;&nbsp;

00:23:05.480 --> 00:23:11.840
hitting 23 frame perfect inputs in a row with&nbsp;
that window shouldn’t be too bad. In fact,&nbsp;&nbsp;

00:23:11.840 --> 00:23:18.323
here’s a video of me hitting 23 “frame&nbsp;
perfects” in a row on my first try!

00:23:20.467 --> 00:23:25.680
Yeah, every input may have had equal&nbsp;
spacing with a distinct visual cue,&nbsp;&nbsp;

00:23:25.680 --> 00:23:33.760
but that was still 23 inputs, each with a 32&nbsp;
millisecond window. Now, here’s me hitting&nbsp;&nbsp;

00:23:33.760 --> 00:23:40.160
200 “frame perfects” in a row… so I guess I&nbsp;
must be ready to beat Tidal Wave! Alright,&nbsp;&nbsp;

00:23:40.160 --> 00:23:46.320
so the context behind frame perfect inputs clearly&nbsp;
matters when determining how difficult they are,&nbsp;&nbsp;

00:23:46.320 --> 00:23:49.640
so let me break down the factors&nbsp;
that make frame perfect inputs in&nbsp;&nbsp;

00:23:49.640 --> 00:23:55.360
Red Ball much different from other games.
First of all, Red Ball has four buttons to&nbsp;&nbsp;

00:23:55.360 --> 00:24:00.720
keep track of, while the examples that I&nbsp;
have shown thus far only require one. The&nbsp;&nbsp;

00:24:00.720 --> 00:24:05.440
more inputs that you have to keep track&nbsp;
of, the harder your job is going to be.

00:24:05.440 --> 00:24:11.160
Next up, you have the impact of rhythm. Generally,&nbsp;
the more rhythm-based the inputs are, the&nbsp;&nbsp;

00:24:11.160 --> 00:24:17.480
easier they are to perform. Even complex “click&nbsp;
patterns,” as they are called in Geometry Dash,&nbsp;&nbsp;

00:24:17.480 --> 00:24:23.080
can produce a distinct rhythm that can become more&nbsp;
and more refined through practice. With many of&nbsp;&nbsp;

00:24:23.080 --> 00:24:28.480
the setups in Red Ball, the frame perfect&nbsp;
inputs can take place seconds apart from&nbsp;&nbsp;

00:24:28.480 --> 00:24:33.720
each other, yielding no such pattern.
Rhythm is also related to the audio and&nbsp;&nbsp;

00:24:33.720 --> 00:24:39.920
visual cues that the game provides. For my a dance&nbsp;
of fire and ice demonstration, I just had to hit&nbsp;&nbsp;

00:24:39.920 --> 00:24:46.560
a button with the consistent beat of a metronome…&nbsp;
it doesn’t get any easier than that. Even without&nbsp;&nbsp;

00:24:46.560 --> 00:24:53.320
audio, there is a very distinct visual cue to look&nbsp;
out for, the ball overlapping the path. With the&nbsp;&nbsp;

00:24:53.320 --> 00:25:00.360
balls moving extremely fast, this only happens&nbsp;
for a brief moment in time. Compare that to the&nbsp;&nbsp;

00:25:00.360 --> 00:25:06.880
first right press in PJet 11. This is the frame&nbsp;
before, this is the frame that you need to hit it,&nbsp;&nbsp;

00:25:06.880 --> 00:25:12.840
and this is the frame after. There is almost&nbsp;
no distinction. Even with Geometry Dash,&nbsp;&nbsp;

00:25:12.840 --> 00:25:18.680
the visual change over the same time&nbsp;
frame is often immense in comparison.&nbsp;

00:25:18.680 --> 00:25:25.160
Regardless, the best proof that “frame perfect”&nbsp;
counts aren’t a universal measure of difficulty&nbsp;&nbsp;

00:25:25.160 --> 00:25:31.040
comes from the results of people who have actually&nbsp;
played multiple frame-dependent games at a high&nbsp;&nbsp;

00:25:31.040 --> 00:25:37.320
level. Thankfully, we have a great example of&nbsp;
this, since one of the world’s best Geometry Dash&nbsp;&nbsp;

00:25:37.320 --> 00:25:45.120
players, Trick, managed to get a mid 4:56 in Super&nbsp;
Mario Bros., a feat which requires roughly 20&nbsp;&nbsp;

00:25:45.120 --> 00:25:52.560
frame perfects at 60FPS. On paper, this is so much&nbsp;
easier than his completion of Tidal Wave that he&nbsp;&nbsp;

00:25:52.560 --> 00:25:58.400
should have been able to just boot up the game and&nbsp;
get it on like his 10th try or something. But no,&nbsp;&nbsp;

00:25:58.400 --> 00:26:03.960
it actually took him weeks of practice and&nbsp;
dozens of hours of attempts to pull off. Don’t&nbsp;&nbsp;

00:26:03.960 --> 00:26:11.320
get me wrong, achieving a mid 4:56 that fast&nbsp;
is still extremely impressive and practically&nbsp;&nbsp;

00:26:11.320 --> 00:26:17.600
unheard of… but it didn’t happen instantly,&nbsp;
like this graph would lead you to believe.&nbsp;

00:26:17.600 --> 00:26:23.400
Going even further, there is something baked&nbsp;
into Flash Player itself that makes frame perfect&nbsp;&nbsp;

00:26:23.400 --> 00:26:29.000
inputs less consistent than they otherwise should&nbsp;
be. If you have seen my Red Ball TAS explained&nbsp;&nbsp;

00:26:29.000 --> 00:26:35.120
video, then you should be aware that the time&nbsp;
that each frame takes up is not the same. The&nbsp;&nbsp;

00:26:35.120 --> 00:26:41.520
frame rate that is specified for any Flash game&nbsp;
is simply a target that it is trying to hit. In&nbsp;&nbsp;

00:26:41.520 --> 00:26:48.520
other words, frames can be shorter or longer than&nbsp;
32 milliseconds, so long as the average framerate&nbsp;&nbsp;

00:26:48.520 --> 00:26:55.920
comes out to around 31. On good machines, this&nbsp;
error is usually just a few milliseconds or so.&nbsp;&nbsp;

00:26:55.920 --> 00:27:01.960
However, upon opening Adobe Scout, an official&nbsp;
tool for profiling the performance of Flash&nbsp;&nbsp;

00:27:01.960 --> 00:27:09.920
Player, the truth is revealed to be much more&nbsp;
severe. On my computer, every 15-16 frames,&nbsp;&nbsp;

00:27:09.920 --> 00:27:16.360
Flash throws in a frame that is half the length,&nbsp;
compensating for all of the other frames being&nbsp;&nbsp;

00:27:16.360 --> 00:27:22.000
a bit longer than they should be. As you can&nbsp;
imagine, if you need to perform a frame perfect&nbsp;&nbsp;

00:27:22.000 --> 00:27:28.320
input on any of these half frames, you are&nbsp;
far more likely to miss it. And, for slower&nbsp;&nbsp;

00:27:28.320 --> 00:27:35.240
machines like my laptop, the spikes and dips&nbsp;
are even worse. To demonstrate how bad this is,&nbsp;&nbsp;

00:27:35.240 --> 00:27:41.840
I will examine the exact input and frame time&nbsp;
data when performing Resetless 4 on both my&nbsp;&nbsp;

00:27:41.840 --> 00:27:49.120
desktop and my laptop for 5 runs each. You can&nbsp;
see that jump must be pressed on frame 149,&nbsp;&nbsp;

00:27:49.120 --> 00:27:56.680
released on frame 150, and then pressed again&nbsp;
on frame 152. However, if we extend the exact&nbsp;&nbsp;

00:27:56.680 --> 00:28:04.080
input timings from the first trial to each of the&nbsp;
others, you can see that only 5 of the remaining&nbsp;&nbsp;

00:28:04.080 --> 00:28:10.600
9 would have succeeded. Yes, this is a small&nbsp;
sample size, but the overall lesson here is&nbsp;&nbsp;

00:28:10.600 --> 00:28:16.560
that a certain level of randomness is involved&nbsp;
with almost every single frame perfect input&nbsp;&nbsp;

00:28:16.560 --> 00:28:23.080
in Red Ball. We will discuss how this impacts&nbsp;
the human limit of the game later in the video,&nbsp;&nbsp;

00:28:23.080 --> 00:28:29.760
but just know for now that any frame perfect&nbsp;
count that I list in this video is not directly&nbsp;&nbsp;

00:28:29.760 --> 00:28:38.240
comparable to other games. Now, with that out of&nbsp;
the way, let’s merge back on the road to 2:3x.

00:28:38.240 --> 00:28:44.400
Though Vertic was still quite a bit behind&nbsp;
Yak, his 2:43 proved that he was likely the&nbsp;&nbsp;

00:28:44.400 --> 00:28:50.680
favorite to be the first to get a sub 2:40.&nbsp;
He just needed to get that pace again and&nbsp;&nbsp;

00:28:50.680 --> 00:28:56.800
then hit 3x choker. How hard could it&nbsp;
possibly be? Well, the very same day,&nbsp;&nbsp;

00:28:56.800 --> 00:29:03.120
he got a run that missed the first frame perfect&nbsp;
of Cookie 3, so he reset the level to get it on&nbsp;&nbsp;

00:29:03.120 --> 00:29:09.680
his second try. Similarly, he messed up the left&nbsp;
right switch at the start of Carline 8 and had to&nbsp;&nbsp;

00:29:09.680 --> 00:29:15.760
quickly reset to fix it. Another second lost&nbsp;
to his sum of best. Even though 3x was dead,&nbsp;&nbsp;

00:29:15.760 --> 00:29:21.640
he still continued the run since the world&nbsp;
record was barely within his grasp. Plunger?&nbsp;&nbsp;

00:29:21.640 --> 00:29:31.252
Check. Resetless 10? Check. PJet? Check. All he&nbsp;
needed was 3x choker, and the record would be his…

00:29:44.440 --> 00:29:48.360
Well, he messed up the start, but he&nbsp;
nailed the backup to still get the&nbsp;&nbsp;

00:29:48.360 --> 00:29:54.360
corner jump off the stairs. Still, he&nbsp;
found himself 4 frames off the record.&nbsp;

00:29:54.360 --> 00:30:02.920
At this point, the only people who had ever gotten&nbsp;
a sub 2:50 were Yak, Poguin, Vertic, Mukmuk,&nbsp;&nbsp;

00:30:02.920 --> 00:30:09.560
and Caramel. Though there was obviously a clear&nbsp;
time gap between the top 3 and everyone else,&nbsp;&nbsp;

00:30:09.560 --> 00:30:16.040
Mukmuk wasn’t as active as he used to be, and&nbsp;
Caramel had long since left the game behind.&nbsp;&nbsp;

00:30:16.040 --> 00:30:21.680
There were just three guys that had a chance of&nbsp;
breaking that milestone, and it seemed pretty set&nbsp;&nbsp;

00:30:21.680 --> 00:30:28.120
in stone that no one else would get to their level&nbsp;
before the glass was finally shattered. However,&nbsp;&nbsp;

00:30:28.120 --> 00:30:36.350
that certainty was eroded the very next day, as&nbsp;
another sub 2:50 came from an unlikely source…

00:30:49.840 --> 00:30:56.640
To explain why on earth Niftski, the greatest&nbsp;
Super Mario Bros. speedrunner to ever live,&nbsp;&nbsp;

00:30:56.640 --> 00:31:03.400
set a 4th place run in Red Ball out of seemingly&nbsp;
nowhere, let’s wind the clock back to January&nbsp;&nbsp;

00:31:03.400 --> 00:31:09.400
2021, when the rise of Red Ball began. As&nbsp;
thousands of speedrunners flooded to the Red&nbsp;&nbsp;

00:31:09.400 --> 00:31:15.760
Ball community, largely as a result of my videos&nbsp;
being thrust into the good graces of the YouTube&nbsp;&nbsp;

00:31:15.760 --> 00:31:22.680
algorithm, Niftski was one of the runners who&nbsp;
decided to give the game a shot. On January 19th,&nbsp;&nbsp;

00:31:22.680 --> 00:31:29.240
he followed the beginner speedrun tutorial that&nbsp;
I had created to get a sub 4-minute time on his&nbsp;&nbsp;

00:31:29.240 --> 00:31:35.600
first day. This eventually led to many other Super&nbsp;
Mario Bros. speedrunners trying the game out,&nbsp;&nbsp;

00:31:35.600 --> 00:31:43.600
including AldynSpeedruns, JeremyMKW,&nbsp;
Saywer0622, Hitzcritz, and more. Miniland,&nbsp;&nbsp;

00:31:43.600 --> 00:31:48.520
who had the world record in Super Mario&nbsp;
Bros. at the time, even popped into the&nbsp;&nbsp;

00:31:48.520 --> 00:31:53.040
Red Ball Discord for a little while, though&nbsp;
he wasn’t interested in playing the game.&nbsp;

00:31:53.040 --> 00:31:59.800
Red Ball had so many new players that, near the&nbsp;
start of February, it had over double Super Mario&nbsp;&nbsp;

00:31:59.800 --> 00:32:06.240
Bros.’ active player count on speedrun.com. While&nbsp;
the two games were very different in their design,&nbsp;&nbsp;

00:32:06.240 --> 00:32:11.400
one was a physics sandbox while the other was&nbsp;
a fixed-speed platformer, they were similar in&nbsp;&nbsp;

00:32:11.400 --> 00:32:17.800
the fact that they were short, easy-to-pick-up&nbsp;
speedgames with no RNG. Well, aside from spike&nbsp;&nbsp;

00:32:17.800 --> 00:32:24.982
glitch, since this was the pre-deterministic&nbsp;
patch era. Niftski was obviously capable of&nbsp;&nbsp;

00:32:24.982 --> 00:32:31.840
getting much more than a 3:53, and on February&nbsp;
18th, he improved his PB to a 3:27. For the&nbsp;&nbsp;

00:32:31.840 --> 00:32:37.560
next two months, he put his full focus towards&nbsp;
grinding Super Mario Bros., culminating with&nbsp;&nbsp;

00:32:37.560 --> 00:32:44.800
him setting the first 4:54, shattering the game’s&nbsp;
final second barrier. He eventually found his way&nbsp;&nbsp;

00:32:44.800 --> 00:32:51.560
back to Red Ball, and in June of 2021, he hit the&nbsp;
infamous sub 20 train strategy for the first time,&nbsp;&nbsp;

00:32:51.560 --> 00:32:59.320
using the newly found PBird setup. Four&nbsp;
months later, he managed to set a 3:17.065,&nbsp;&nbsp;

00:32:59.320 --> 00:33:05.880
a good time that would have flown largely under&nbsp;
the radar… had it not been for him hitting sub 20&nbsp;&nbsp;

00:33:05.880 --> 00:33:13.440
train in the run. This actually set the record for&nbsp;
the slowest personal best with a first try sub 20&nbsp;&nbsp;

00:33:13.440 --> 00:33:23.600
train. Surprisingly, it wasn’t until June 20th,&nbsp;
2022 that he came back again, setting a 3:11.645&nbsp;&nbsp;

00:33:23.600 --> 00:33:31.560
and a 3:05.968 on the same day. The keen eyed&nbsp;
among you may have noticed that, despite one and&nbsp;&nbsp;

00:33:31.560 --> 00:33:40.000
a half years passing, Niftski’s attempt counter&nbsp;
sat at just 544. Niftski found massive success by&nbsp;&nbsp;

00:33:40.000 --> 00:33:46.560
practicing way more than doing attempts, the same&nbsp;
approach that he took to Super Mario Bros. As a&nbsp;&nbsp;

00:33:46.560 --> 00:33:53.280
hint to any up and coming speedrunners out there,&nbsp;
in platformer games without RNG, this is always&nbsp;&nbsp;

00:33:53.280 --> 00:33:59.709
a winning strategy. Niftski’s approach would&nbsp;
continue to pay dividends, as that same night…

00:34:21.478 --> 00:34:27.840
Niftski got a sub 3 in just 602 attempts,&nbsp;
clutching it out with a gold level 11&nbsp;&nbsp;

00:34:27.840 --> 00:34:34.520
and a gold level 12. This was the record for&nbsp;
the least attempts to get a sub 3 until Vertic&nbsp;&nbsp;

00:34:34.520 --> 00:34:43.760
did it in 391 a week later during the SM63&nbsp;
crossover event. In the span of just 8 hours,&nbsp;&nbsp;

00:34:43.760 --> 00:34:51.400
Niftski pushed his personal best from a 3:17 to&nbsp;
a 2:59, something that was completely unheard&nbsp;&nbsp;

00:34:51.400 --> 00:34:57.440
of and almost unimaginable until he somehow&nbsp;
made it happen. As you heard from that popoff,&nbsp;&nbsp;

00:34:57.440 --> 00:35:02.600
Niftski genuinely thought that he was&nbsp;
never going to touch the game again,&nbsp;&nbsp;

00:35:02.600 --> 00:35:07.320
but Red Ball has a unique&nbsp;
ability to drag people back in.

00:35:07.320 --> 00:35:15.000
In late August, Niftski got a sudden spike in&nbsp;
motivation to go for sub 2:50. On August 30th,&nbsp;&nbsp;

00:35:15.000 --> 00:35:19.294
he jumped all the way down to a 2:52.903.

00:35:29.520 --> 00:35:37.875
Indeed, PJet and a better level 12 is all that he&nbsp;
needed for the 4x. Two days later, he got this.

00:35:51.467 --> 00:35:56.320
Niftski started livestreaming on his&nbsp;
alternate account, and 11 attempts later,&nbsp;&nbsp;

00:35:56.320 --> 00:36:02.080
he had a run that was a bit behind&nbsp;
going into level 12. 3x choker could&nbsp;&nbsp;

00:36:02.080 --> 00:36:07.160
have granted him another PB, but&nbsp;
he didn’t know it or the backup…&nbsp;

00:36:21.160 --> 00:36:27.720
A week later, he was easily on 4x pace going&nbsp;
into level 11, and he opted to do PBird&nbsp;&nbsp;

00:36:27.720 --> 00:36:33.760
instead of PJet since he thought that he had&nbsp;
enough wiggle room. However, he forgot that he&nbsp;&nbsp;

00:36:33.760 --> 00:36:40.720
had done the setupless stair jump in his personal&nbsp;
best, and he ended up coming up just short. But,&nbsp;&nbsp;

00:36:40.720 --> 00:36:48.640
as you saw earlier, he managed to get the&nbsp;
2:47.871 later that same day. With how fast&nbsp;&nbsp;

00:36:48.640 --> 00:36:53.920
Niftski had been able to improve each time&nbsp;
that he returned to the game, it truly seemed&nbsp;&nbsp;

00:36:53.920 --> 00:37:01.080
like he may position himself as a 3x contender.&nbsp;
However, he again stated at the end of the run…&nbsp;

00:37:08.160 --> 00:37:14.720
Whether he was being truthful this time had yet to&nbsp;
be seen. Still, Niftski’s emphatic return to the&nbsp;&nbsp;

00:37:14.720 --> 00:37:21.480
game had finally motivated another high-profile&nbsp;
mario speedrunner to give the game a shot.

00:37:50.000 --> 00:37:57.880
On September 19th, Miniland managed to get&nbsp;
a sub 3 in just 185 attempts, demolishing&nbsp;&nbsp;

00:37:57.880 --> 00:38:04.920
Vertic’s record. Believe it or not, it only&nbsp;
took him 17 attempts to get to level 11 on sub&nbsp;&nbsp;

00:38:04.920 --> 00:38:12.680
3 pace for the first time. Again, an experienced&nbsp;
mario 1 speedrunner had found enormous success by&nbsp;&nbsp;

00:38:12.680 --> 00:38:18.680
applying a practice-heavy approach to Red Ball&nbsp;
speedruns. And by heavy, I mean that Miniland&nbsp;&nbsp;

00:38:18.680 --> 00:38:25.040
spent an entire week practicing the game before&nbsp;
doing any attempts. Miniland estimates that his&nbsp;&nbsp;

00:38:25.040 --> 00:38:32.960
ratio of time spent practicing versus doing&nbsp;
runs ended up being around 90 to 10. However,&nbsp;&nbsp;

00:38:32.960 --> 00:38:38.720
it wasn’t just the sheer amount of time spent&nbsp;
practicing that brought him success. What you&nbsp;&nbsp;

00:38:38.720 --> 00:38:44.600
practice and how you practice it is even&nbsp;
more important. Miniland made sure to laser&nbsp;&nbsp;

00:38:44.600 --> 00:38:51.800
in on the most difficult pieces of the run,&nbsp;
namely Cookie 3, Resetless 4, 8 Cycle Skip,&nbsp;&nbsp;

00:38:51.800 --> 00:38:58.880
and PBird, utilizing savestates, the frame offset&nbsp;
display, and the heads-up display mod to make his&nbsp;&nbsp;

00:38:58.880 --> 00:39:05.560
practice as efficient and effective as possible.
In the description of his run, Miniland stated,&nbsp;&nbsp;

00:39:05.560 --> 00:39:10.040
“I will be going for a time in the 2 minute 40&nbsp;
second range, which would place me comfortably in&nbsp;&nbsp;

00:39:10.040 --> 00:39:15.760
the top 10, and who knows what will happen after&nbsp;
that.” At this point, Red Ball speedrunning seemed&nbsp;&nbsp;

00:39:15.760 --> 00:39:21.200
like it had all the momentum in the world, with&nbsp;
multiple people actively gunning for the game’s&nbsp;&nbsp;

00:39:21.200 --> 00:39:27.400
most formidable milestone. Given all the hype,&nbsp;
the community felt like it was a great time to&nbsp;&nbsp;

00:39:27.400 --> 00:39:34.600
organize a special event to showcase everyone’s&nbsp;
talent. Welcome to Red Ball: Break the Record.

00:39:34.600 --> 00:39:41.160
On October 1st and 2nd, the Red Ball Community&nbsp;
ran an event that featured several top runners&nbsp;&nbsp;

00:39:41.160 --> 00:39:49.680
aiming to beat the 12 Levels world record. The&nbsp;
talent included TheEgglet, Pearce, NorXor, Sprong,&nbsp;&nbsp;

00:39:49.680 --> 00:39:58.520
Mukmuk, Poguin, Yak, and, of course, Vertic. For&nbsp;
8 hours each day, the runners could put up as many&nbsp;&nbsp;

00:39:58.520 --> 00:40:05.000
attempts as they wanted, with the goal of setting&nbsp;
the best time possible. The 4 players with the&nbsp;&nbsp;

00:40:05.000 --> 00:40:11.920
best runs during the event would get a portion of&nbsp;
the prize pool, with $100 reserved for anyone who&nbsp;&nbsp;

00:40:11.920 --> 00:40:19.160
set the first 2:3x during the stream. This kind&nbsp;
of event is exactly what the Tournament Edition&nbsp;&nbsp;

00:40:19.160 --> 00:40:25.880
of the game was made for. The built in timer&nbsp;
avoids having to retime runs, and the date display&nbsp;&nbsp;

00:40:25.880 --> 00:40:32.560
ensures that nobody is streaming pre recorded&nbsp;
attempts. While the event was a success, it's hard&nbsp;&nbsp;

00:40:32.560 --> 00:40:39.040
to say much about it, since only a small amount&nbsp;
of video has survived. The most notable thing&nbsp;&nbsp;

00:40:39.040 --> 00:40:47.960
that happened was Vertic getting a world record&nbsp;
paced run into level 12 that ended as a 2:42.129,&nbsp;&nbsp;

00:40:47.960 --> 00:40:57.760
just short again. Soon after, he managed to set&nbsp;
a 2:43.774, which he evidently wasn’t very happy&nbsp;&nbsp;

00:40:57.760 --> 00:41:05.280
about. Still, he ended up finishing first place&nbsp;
in the event by a mile, clearly cementing himself&nbsp;&nbsp;

00:41:05.280 --> 00:41:12.320
as the frontrunner to set the first sub 2:40.
Off the heels of this successful and entertaining&nbsp;&nbsp;

00:41:12.320 --> 00:41:18.400
showcase, I started planning another Red Ball:&nbsp;
Break the Record that would feature a larger&nbsp;&nbsp;

00:41:18.400 --> 00:41:24.520
prize pool, more runners and commentators, and&nbsp;
a more professional broadcast. While the event&nbsp;&nbsp;

00:41:24.520 --> 00:41:32.880
was set to be much shorter, just 5 hours instead&nbsp;
of 16, the greater presence of hype and talent&nbsp;&nbsp;

00:41:32.880 --> 00:41:40.414
meant that a new world record could easily be&nbsp;
set. Well, on the very first run of the event…

00:41:44.400 --> 00:41:52.520
Vertic got a 2:55 on demand, and Pearce&nbsp;
also managed to get a sub 3. Viewers were&nbsp;&nbsp;

00:41:52.520 --> 00:41:58.840
certainly in for a treat, and it didn’t take&nbsp;
long for Vertic to move the goalposts further.&nbsp;

00:42:06.040 --> 00:42:11.080
Around the two hour mark, the top of the&nbsp;
event leaderboard was starting to get a&nbsp;&nbsp;

00:42:11.080 --> 00:42:16.480
bit crowded. However, when Vertic&nbsp;
got an opportunity to pull away…&nbsp;

00:42:26.760 --> 00:42:32.240
After being the only person to set a&nbsp;
sub 2:50 in the first Break the Record,&nbsp;&nbsp;

00:42:32.240 --> 00:42:39.080
Vertic became the first to do it here, a time&nbsp;
that likely could have won him the event. However,&nbsp;&nbsp;

00:42:39.080 --> 00:42:44.240
there was still three hours left for&nbsp;
runs, and his aspirations were much&nbsp;&nbsp;

00:42:44.240 --> 00:42:50.325
larger than a 1st place spot. Here’s a&nbsp;
run that he got less than an hour later.

00:43:18.840 --> 00:43:26.520
The man had a 3x paced run past the large spikes&nbsp;
in level 11, but he didn’t get the corner boost.&nbsp;&nbsp;

00:43:26.520 --> 00:43:32.600
He didn’t quite nail the starting inputs for&nbsp;
3x choker, and he just took the ending safe&nbsp;&nbsp;

00:43:32.600 --> 00:43:40.400
instead of resetting at the checkpoint flag to&nbsp;
attempt the backup. 2:43.516. This is the best&nbsp;&nbsp;

00:43:40.400 --> 00:43:46.280
run that anyone ended up getting during the&nbsp;
event, meaning that Vertic was in first place&nbsp;&nbsp;

00:43:46.280 --> 00:43:53.320
for the entire thing. Sprong ended up being&nbsp;
the only other runner to even get a sub 2:50,&nbsp;&nbsp;

00:43:53.320 --> 00:43:59.400
further cementing Vertic’s perceived dominance&nbsp;
over the category, despite him still not having&nbsp;&nbsp;

00:43:59.400 --> 00:44:06.308
the world record. Well, the next weekend,&nbsp;
he had an excellent opportunity to fix that.&nbsp;

00:44:20.400 --> 00:44:27.880
The strategy you just saw is known as 9x3, a&nbsp;
4 frame perfect setup to jump off the plunger&nbsp;&nbsp;

00:44:27.880 --> 00:44:34.280
a whole cycle early. Since he got the Star 6&nbsp;
inputs on his second try, Vertic needed that&nbsp;&nbsp;

00:44:34.280 --> 00:44:38.218
to stay on 3x pace. Let’s watch the rest.

00:45:14.842 --> 00:45:26.156
The ending of PJet trolled him yet again,&nbsp;&nbsp;but he still clutched 3x choker to claim&nbsp;a new world record of 2:40.355.

00:45:26.156 --> 00:45:32.880
Now,&nbsp;it may look like Vertic was pretty far away from&nbsp;
collecting the flag before it went underground,&nbsp;&nbsp;

00:45:32.880 --> 00:45:38.200
but Red Ball’s hitbox is often larger than&nbsp;
it should be due to a certain box-in-box&nbsp;&nbsp;

00:45:38.200 --> 00:45:49.960
phenomenon. By replaying his inputs as a TAS, we&nbsp;
find that, on this frame, Vertic was 0.0017 units&nbsp;&nbsp;

00:45:49.960 --> 00:45:57.280
away from contacting the flag. We can convert this&nbsp;
value to find that the gap which separated Vertic&nbsp;&nbsp;

00:45:57.280 --> 00:46:06.920
from Red Ball glory was around a seventh of a&nbsp;
pixel at 1080p. This man could not catch a break.&nbsp;

00:46:06.920 --> 00:46:12.360
Still, Vertic continued streaming attempts for&nbsp;
the rest of October and all through November,&nbsp;&nbsp;

00:46:12.360 --> 00:46:17.600
but he couldn’t quite close anything out.&nbsp;
He even had another run make it to level&nbsp;&nbsp;

00:46:17.600 --> 00:46:25.160
12 on 3x pace that missed 3x choker. It wasn’t&nbsp;
until December that the top of the leaderboard&nbsp;&nbsp;

00:46:25.160 --> 00:46:31.960
saw any kind of movement. You’d probably expect&nbsp;
Yak or Poguin to be the one to finally shake up&nbsp;&nbsp;

00:46:31.960 --> 00:46:39.120
the race to 3x, but that momentum ended&nbsp;
up coming from a very unlikely source.&nbsp;

00:46:39.120 --> 00:46:44.120
Remember when Miniland said that he would&nbsp;
go for a sub 2:50 at some point in the&nbsp;&nbsp;

00:46:44.120 --> 00:46:51.120
description of his sub 3? Well, he ended&nbsp;
up achieving that goal just 8 days later.&nbsp;

00:46:51.120 --> 00:47:00.440
Indeed, this 2:46.645 launched him to 4th place,&nbsp;
just ahead of Niftski. The run was nearly flawless&nbsp;&nbsp;

00:47:00.440 --> 00:47:06.080
for the route he was going for, which included&nbsp;
a train strategy that saved half a second over&nbsp;&nbsp;

00:47:06.080 --> 00:47:13.320
PJet. On paper, this strategy was more difficult,&nbsp;
since it had 5 frame perfects instead of 4, but&nbsp;&nbsp;

00:47:13.320 --> 00:47:19.760
for whatever reason, Miniland and Niftski found&nbsp;
it to be a good bit easier. Since the Super Mario&nbsp;&nbsp;

00:47:19.760 --> 00:47:27.040
Bros. speedrunners had found more success with it&nbsp;
compared to everyone else, it was coined SMB11.&nbsp;&nbsp;

00:47:27.040 --> 00:47:32.320
Miniland stated that he could comfortably quit&nbsp;
the game after this run and still be satisfied,&nbsp;&nbsp;

00:47:32.320 --> 00:47:36.880
but we all know how that usually ends&nbsp;
up going. Towards the end of November,&nbsp;&nbsp;

00:47:36.880 --> 00:47:42.880
Miniland had a sudden burst in motivation to&nbsp;
hunt for the first sub 2:40. He spent some&nbsp;&nbsp;

00:47:42.880 --> 00:47:48.560
time learning and practicing strategies&nbsp;
from Vertic’s 3x route, including Mug 7,&nbsp;&nbsp;

00:47:48.560 --> 00:47:56.320
Carline 8, and 3x choker. However, he decided&nbsp;
to switch out Cookie 3 with a setup for TAZ 3,&nbsp;&nbsp;

00:47:56.320 --> 00:48:04.080
adding 2 frame perfects to save 0.8 seconds. TAZ&nbsp;
3 involves getting a boost off the platform itself&nbsp;&nbsp;

00:48:04.080 --> 00:48:10.080
instead of from the back corner, something which&nbsp;
is extremely precise and almost impossible to do&nbsp;&nbsp;

00:48:10.080 --> 00:48:16.880
without a frame-dependent setup. It actually&nbsp;
has a rich history dating back to early 2021,&nbsp;&nbsp;

00:48:16.880 --> 00:48:23.200
with InsaneJetman having made a 20 minute long&nbsp;
video documenting the strategy’s discovery by&nbsp;&nbsp;

00:48:23.200 --> 00:48:28.800
BirdBanana and his own attempts to replicate&nbsp;
it in real time without a frame-dependent&nbsp;&nbsp;

00:48:28.800 --> 00:48:35.640
setup. With the extra wiggle room that TAZ&nbsp;
3 provided, Miniland also subbed out 9x3&nbsp;&nbsp;

00:48:35.640 --> 00:48:42.120
for an easier strategy called EasyJet 9, which&nbsp;
avoids the plunger entirely and loses around a&nbsp;&nbsp;

00:48:42.120 --> 00:48:48.040
second. With his new route prepared, Miniland&nbsp;
was ready for runs, and on November 30th,&nbsp;&nbsp;

00:48:48.040 --> 00:48:56.293
he got a 2:43.645, moving him to 3rd place&nbsp;
ahead of Poguin. And then, on December 4th…

00:49:34.560 --> 00:49:41.880
The race to 3x had suddenly turned into a dead&nbsp;
heat between Vertic and Miniland. The only reason&nbsp;&nbsp;

00:49:41.880 --> 00:49:48.880
that this run wasn’t a 3x is because Miniland&nbsp;
messed up resetless 4, losing around 2 seconds.&nbsp;&nbsp;

00:49:48.880 --> 00:49:55.800
Miniland was rapidly improving, and a sub 2:40&nbsp;
was likely to be his in a matter of days. If&nbsp;&nbsp;

00:49:55.800 --> 00:50:03.120
Vertic wanted to be the first, he had to act now.&nbsp;
After spending several months just barely coming&nbsp;&nbsp;

00:50:03.120 --> 00:50:10.000
up short, it was time for him to show off his full&nbsp;
potential. Let’s see what happened the next day.

00:50:37.280 --> 00:50:42.080
Well, that missed cycle skip and bad&nbsp;
hood launch in 8 was practically a&nbsp;&nbsp;

00:50:42.080 --> 00:50:50.760
death sentence. Even a perfect ending with&nbsp;
9x3, Resetless 10, PJet 11, and 3x Choker&nbsp;&nbsp;

00:50:50.760 --> 00:50:56.990
wouldn’t be enough for the sub 2:40. That&nbsp;
is, unless he had a trick up his sleeve.

00:51:59.960 --> 00:52:05.760
When it mattered most, Vertic clutched up.&nbsp;
The man pulled out a strategy that seemed&nbsp;&nbsp;

00:52:05.760 --> 00:52:11.880
forbidden for us normal speedrunners to use,&nbsp;
and it saved his run. I guess his experience&nbsp;&nbsp;

00:52:11.880 --> 00:52:18.720
with Super Mario 63 really did pay off. The&nbsp;
accomplishment brought much celebration, and&nbsp;&nbsp;

00:52:18.720 --> 00:52:26.840
Yak’s prediction that a sub 2:40 would happen in&nbsp;
2022 had become a reality. And, as it turned out,&nbsp;&nbsp;

00:52:26.840 --> 00:52:32.568
another monumental moment for the Red&nbsp;
Ball Community was just around the corner.

00:52:47.320 --> 00:52:52.960
So yeah, the day after Red Ball’s last&nbsp;
10 second barrier was finally shattered,&nbsp;&nbsp;

00:52:52.960 --> 00:52:58.920
I hit 100,000 subscribers on YouTube! I was&nbsp;
able to celebrate the occasion with dozens&nbsp;&nbsp;

00:52:58.920 --> 00:53:05.280
of others on Red Ball Online, a multiplayer mod&nbsp;
of the game that was created by smartcube, Sage,&nbsp;&nbsp;

00:53:05.280 --> 00:53:12.760
and ImPurpl3. Fittingly, I hit 100k just as I&nbsp;
finished Train, the level that was responsible&nbsp;&nbsp;

00:53:12.760 --> 00:53:19.720
for the video that thrust my channel into the&nbsp;
spotlight back in 2021. I spent most of the stream&nbsp;&nbsp;

00:53:19.720 --> 00:53:26.800
running simultaneous races with everyone for fun,&nbsp;
and included in that swarm of balls was Niftski,&nbsp;&nbsp;

00:53:26.800 --> 00:53:32.320
who hadn’t done attempts for a few months.&nbsp;
However, for the past week, he had put in some&nbsp;&nbsp;

00:53:32.320 --> 00:53:41.000
practice with the newer strategies, namely TAZ&nbsp;
3, EasyJet9, SMB11, and 3x Choker. My celebration&nbsp;&nbsp;

00:53:41.000 --> 00:53:47.680
stream was the last bit of motivation that he&nbsp;
needed to finally return to doing runs, and he hit&nbsp;&nbsp;

00:53:47.680 --> 00:53:54.274
the ground running right after the stream ended.&nbsp;
And, just 30 minutes into his attempt session…&nbsp;

00:54:05.200 --> 00:54:11.560
This dude is a machine. Yeah, he took&nbsp;
quick resets for TAZ 3 and Star 6,&nbsp;&nbsp;

00:54:11.560 --> 00:54:17.840
he had a less than optimal hood launch in&nbsp;
level 8, and he hit the backup for 3x choker,&nbsp;&nbsp;

00:54:17.840 --> 00:54:23.480
but everything else was flawless. This&nbsp;
was a good first step towards a sub 2:40,&nbsp;&nbsp;

00:54:23.480 --> 00:54:28.840
but he still had a long grind ahead of&nbsp;
him if he chose to take that path. I mean,&nbsp;&nbsp;

00:54:28.840 --> 00:54:35.320
he was still in 5th place after all. Niftski&nbsp;
could have easily called it a night here, but,&nbsp;&nbsp;

00:54:35.320 --> 00:54:42.771
for whatever reason, he decided to keep going.&nbsp;
And, it’s certainly a good thing that he did.

00:55:21.760 --> 00:55:28.360
Alright, so remember earlier when I said that&nbsp;
it was “almost unimaginable” that Niftski had&nbsp;&nbsp;

00:55:28.360 --> 00:55:36.720
improved his PB from a 3:17 to a 2:59 in&nbsp;
a span of just 8 hours? That doesn’t even&nbsp;&nbsp;

00:55:36.720 --> 00:55:43.720
hold a candle to the miracle that he pulled off&nbsp;
during this attempt session. He demolished the&nbsp;&nbsp;

00:55:43.720 --> 00:55:50.920
world record by over two seconds, leaping&nbsp;
all the way from 5th place to 1st. He had&nbsp;&nbsp;

00:55:50.920 --> 00:55:59.400
improved his PB by over 10 seconds in a span of&nbsp;
less than 2 and a half hours. The cherry on top&nbsp;&nbsp;

00:55:59.400 --> 00:56:05.600
is that he could have still gotten the record&nbsp;
without 3x Choker, but he went for it anyways,&nbsp;&nbsp;

00:56:05.600 --> 00:56:13.040
making it the largest world record jump&nbsp;
since Poguin’s 2:44.484. It’s no wonder&nbsp;&nbsp;

00:56:13.040 --> 00:56:19.720
that Niftski cited this run as possibly being&nbsp;
the biggest fluke in his speedrunning career.&nbsp;

00:56:19.720 --> 00:56:25.560
This was the first time in Red Ball’s speedrunning&nbsp;
history that someone had made it to the precipice&nbsp;&nbsp;

00:56:25.560 --> 00:56:31.560
of full-game perfection. Aside from getting an&nbsp;
even better hood launch than the already excellent&nbsp;&nbsp;

00:56:31.560 --> 00:56:37.800
one that Niftski got, you could not improve this&nbsp;
run without incorporating harder setups into the&nbsp;&nbsp;

00:56:37.800 --> 00:56:43.880
route. The good news is that there were still a&nbsp;
few more strategies on the sidelines waiting to&nbsp;&nbsp;

00:56:43.880 --> 00:56:50.720
be thrown in. We had already seen Carline&nbsp;
8 and 9x3 used in previous world records,&nbsp;&nbsp;

00:56:50.720 --> 00:56:57.840
leaving at least a second and a half of time save&nbsp;
on the table. However, that just wasn’t enough to&nbsp;&nbsp;

00:56:57.840 --> 00:57:03.880
compel people to keep going for the record, and&nbsp;
incorporating both setups would come at the cost&nbsp;&nbsp;

00:57:03.880 --> 00:57:11.320
of 6 frame perfects. Red Ball desperately needed&nbsp;
another strategy to push its human ceiling a bit&nbsp;&nbsp;

00:57:11.320 --> 00:57:18.080
higher and give any record-hopeful runners enough&nbsp;
wiggle room to justify going for it. Thankfully,&nbsp;&nbsp;

00:57:18.080 --> 00:57:24.302
on December 19th, that need was filled,&nbsp;
as Carline 8 would become supercharged.&nbsp;

00:57:29.720 --> 00:57:35.440
With 3 frame perfect one-frame-long jumps,&nbsp;
Red Ball could get an insane launch off&nbsp;&nbsp;

00:57:35.440 --> 00:57:40.640
the tip of the car. However, unlike most&nbsp;
frame dependent strategies in the game,&nbsp;&nbsp;

00:57:40.640 --> 00:57:46.200
all 3 of these inputs had pretty distinct&nbsp;
visual cues, and if you missed any one of them,&nbsp;&nbsp;

00:57:46.200 --> 00:57:52.000
you could usually still get a decent hood launch&nbsp;
and continue your run. Miniland immediately took&nbsp;&nbsp;

00:57:52.000 --> 00:57:57.280
notice of the strategy, and he started getting&nbsp;
the hang of it pretty quick. Funnily enough,&nbsp;&nbsp;

00:57:57.280 --> 00:58:04.360
he began drawing some similarities between this&nbsp;
setup and a strategy known as pl8-1 in Super&nbsp;&nbsp;

00:58:04.360 --> 00:58:10.320
Mario Bros. It had a similar position in the run,&nbsp;
and the left to left to right inputs at the start&nbsp;&nbsp;

00:58:10.320 --> 00:58:17.280
of the level were somewhat similar to the perfect&nbsp;
fast acceleration that pl8-1 required. Miniland&nbsp;&nbsp;

00:58:17.280 --> 00:58:24.240
suggested that the strategy be called pl8-8 as&nbsp;
a result, and it instantly stuck. (in a plate?).&nbsp;

00:58:24.240 --> 00:58:31.600
Miniland titled his first perfect pl8-8 “a sneak&nbsp;
peek of the next red ball wr,” indicating that&nbsp;&nbsp;

00:58:31.600 --> 00:58:38.280
he had clear intentions of claiming it with this&nbsp;
strategy. That very same day, he had a run that&nbsp;&nbsp;

00:58:38.280 --> 00:58:44.720
got the Carline portion of pl8-8 but failed the&nbsp;
ending, still placing him ahead of the record.&nbsp;&nbsp;

00:58:44.720 --> 00:58:52.800
He extended his lead to 1.1 seconds by nailing&nbsp;
9x3. He got resetless 10 but had a slow ending,&nbsp;&nbsp;

00:58:52.800 --> 00:58:59.840
shrinking the lead to .2. Still, he had just&nbsp;
gotten the best ever exits out of levels 8,&nbsp;&nbsp;

00:58:59.840 --> 00:59:04.118
9, and 10, and he readied himself for SMB11.

00:59:06.757 --> 00:59:12.942
So… Miniland clearly pressed the up button,&nbsp;as indicated by his input display,

00:59:12.942 --> 00:59:20.350
but Red Ball&nbsp;just didn’t jump. Unfortunately, most flash games, including Red Ball,

00:59:20.350 --> 00:59:26.160
poll inputs in a flawed manner&nbsp;
that makes this possible to happen. If an input is&nbsp;&nbsp;

00:59:26.160 --> 00:59:33.280
pressed and released within the span of the same&nbsp;
frame, the game won’t register the input at all.&nbsp;&nbsp;

00:59:33.280 --> 00:59:40.600
This jump in SMB11 must be a single frame long, so&nbsp;
Miniland is aiming to press the button for around&nbsp;&nbsp;

00:59:40.600 --> 00:59:47.880
32ms to give him the best chance of having his&nbsp;
input pulled just a single time. However, this&nbsp;&nbsp;

00:59:47.880 --> 00:59:55.640
is extremely difficult to do, and even if you were&nbsp;
a robot that could press a button for 32ms every&nbsp;&nbsp;

00:59:55.640 --> 01:00:02.040
single time, it still wouldn’t be 100% consistent.&nbsp;
Because of all the frame time shenanigans that I&nbsp;&nbsp;

01:00:02.040 --> 01:00:09.920
mentioned earlier, a perfect 32ms input still has&nbsp;
a chance of being pulled for 0 frames or 2 frames.&nbsp;

01:00:09.920 --> 01:00:16.920
The same day, he got a run that hit all the frame&nbsp;
perfects in pl8-8 except for the last, placing him&nbsp;&nbsp;

01:00:16.920 --> 01:00:23.760
a second ahead of the record. Again, he had the&nbsp;
fastest ever exit from level 8 but failed 9x3.&nbsp;&nbsp;

01:00:24.840 --> 01:00:32.760
The next day, he finally managed to hit all of&nbsp;
pl8-8 in a run, but 9x3 eluded him yet again.&nbsp;

01:00:32.760 --> 01:00:37.040
For the rest of December, Miniland&nbsp;
kept pouring in attempts, steadily&nbsp;&nbsp;

01:00:37.040 --> 01:00:44.486
making progress towards the record. And, on the&nbsp;
28th, he had another opportunity at level 11.&nbsp;

01:01:10.560 --> 01:01:17.600
Miniland had a 3x choker attempt that looked&nbsp;
almost exactly like the real thing, but sadly,&nbsp;&nbsp;

01:01:17.600 --> 01:01:23.800
it was a counterfeit. After some investigating,&nbsp;
he found that this can only happen if the jump&nbsp;&nbsp;

01:01:23.800 --> 01:01:31.320
off the pillar is a single frame long, so he made&nbsp;
sure to always do a 2 or 3-framer in the future.&nbsp;

01:01:31.320 --> 01:01:37.640
Miniland continued to post steady progress through&nbsp;
February of the next year, even streaming on&nbsp;&nbsp;

01:01:37.640 --> 01:01:43.880
Niftski’s alternate Twitch account a few times.&nbsp;
While he had achieved various best exit records,&nbsp;&nbsp;

01:01:43.880 --> 01:01:51.000
he still hadn’t closed out a sub 2:40. He was&nbsp;
overdue for a massive pb, and he got confident&nbsp;&nbsp;

01:01:51.000 --> 01:01:58.640
enough to stream 2:35 attempts to his main Twitch&nbsp;
account. 2:35 was the upper limit of the route&nbsp;&nbsp;

01:01:58.640 --> 01:02:06.080
he was going for, which, I’ll remind you, was&nbsp;
Niftski’s 2:37 route with 9 more frame perfects&nbsp;&nbsp;

01:02:06.080 --> 01:02:13.920
added from pl8-8 and 9x3. It was incredibly&nbsp;
unlikely that Miniland would be able to jump&nbsp;&nbsp;

01:02:13.920 --> 01:02:20.040
straight to a time like that, but he was certainly&nbsp;
capable of achieving it a few personal bests down&nbsp;&nbsp;

01:02:20.040 --> 01:02:27.654
the road. Well, on his 3rd main channel&nbsp;
stream, he finally got his first sub 2:40.&nbsp;

01:03:17.200 --> 01:03:24.560
The man skipped straight to the 2:35, getting it&nbsp;
by a single frame. A quick reset at the start of&nbsp;&nbsp;

01:03:24.560 --> 01:03:30.640
8 to retry the left-right inputs was the only&nbsp;
mistake in the entire run. 2 corner jump,&nbsp;&nbsp;

01:03:30.640 --> 01:03:42.240
TAZ 3, Resetless 4, Star 6, Mug 7, pl8–8,&nbsp;
9x3, Resetless 10, SMB 11, and 3x Choker.&nbsp;&nbsp;

01:03:42.240 --> 01:03:49.280
It all came together. Funnily enough, the top&nbsp;
of the Red Ball leaderboard was now… almost&nbsp;&nbsp;

01:03:49.280 --> 01:03:55.880
identical to the top of the Super Mario Bros.&nbsp;
leaderboard. Their hostile takeover was now&nbsp;&nbsp;

01:03:55.880 --> 01:04:04.000
complete. With the reservoir of RTA viable setups&nbsp;
having finally dried up, Miniland’s record stood,&nbsp;&nbsp;

01:04:04.000 --> 01:04:13.640
and stood, and stood. Eventually, it became the&nbsp;
first world record since Flower’s 4:04 back in&nbsp;&nbsp;

01:04:13.640 --> 01:04:20.960
2016 to stand for over a year. Vertic continued&nbsp;
doing attempts from time to time, eventually&nbsp;&nbsp;

01:04:20.960 --> 01:04:28.120
getting a 2:37 and some 17 Levels records, but&nbsp;
the top two spots on the 12 Levels leaderboard&nbsp;&nbsp;

01:04:28.120 --> 01:04:34.840
still eluded him. Though top-level play was&nbsp;
expected to remain stagnant for even longer,&nbsp;&nbsp;

01:04:34.840 --> 01:04:42.000
as I have said many times in this video, Red Ball&nbsp;
has a unique ability to draw people back to the&nbsp;&nbsp;

01:04:42.000 --> 01:04:49.240
game, even those who have claimed to be completely&nbsp;
done with it. A small spark is often all it takes&nbsp;&nbsp;

01:04:49.240 --> 01:04:57.360
to reignite that passion, and for me, creating&nbsp;
the 3-minute milestone video was exactly that.

01:05:19.360 --> 01:05:25.280
For almost a month, I had been practicing the&nbsp;
game in secret, equipping myself with the tools&nbsp;&nbsp;

01:05:25.280 --> 01:05:31.160
that I needed to contest for the record. I kept&nbsp;
track of my consistency with each strategy on a&nbsp;&nbsp;

01:05:31.160 --> 01:05:35.960
spreadsheet, which highlighted my weak spots&nbsp;
and estimated how many attempts it would take&nbsp;&nbsp;

01:05:35.960 --> 01:05:41.760
me to beat the record. The only difference&nbsp;
between my route and Miniland’s was RBZ9,&nbsp;&nbsp;

01:05:41.760 --> 01:05:49.000
a new setup for level 9 that was a good bit easier&nbsp;
than 9x3 without losing any time. I had done a&nbsp;&nbsp;

01:05:49.000 --> 01:05:56.640
handful of attempts offline as a sanity check, and&nbsp;
I ended up getting an optimal 1-6 and 1-7 pretty&nbsp;&nbsp;

01:05:56.640 --> 01:06:02.960
quickly. I didn’t want to place too much pressure&nbsp;
on myself until I was truly ready to dive in,&nbsp;&nbsp;

01:06:02.960 --> 01:06:09.280
so the only person that I kept in the know about&nbsp;
what I was up to was Niftski. At this point,&nbsp;&nbsp;

01:06:09.280 --> 01:06:14.680
the two of us had become close friends, and I&nbsp;
started motivating him to return to the game as&nbsp;&nbsp;

01:06:14.680 --> 01:06:22.360
well during my preparation. And, on March 30th,&nbsp;
he sent me the exact message that I’d been hoping&nbsp;&nbsp;

01:06:22.360 --> 01:06:27.560
for. We agreed that some friendly competition&nbsp;
would be a great way to motivate each other,&nbsp;&nbsp;

01:06:27.560 --> 01:06:33.040
and I finally made my announcement. The&nbsp;
race to world record was officially on.&nbsp;

01:06:33.040 --> 01:06:40.080
With my personal best still being the famous&nbsp;
2:55, I had a lot of catching up to do. On day&nbsp;&nbsp;

01:06:40.080 --> 01:06:43.384
3 of attempts, I got my first sub 2:50.

01:06:46.267 --> 01:06:49.425
Though I had beaten my PB by 6 seconds,

01:06:49.440 --> 01:06:55.760
the pop off was almost non-existent because&nbsp;
I was still so far off of my goal. As I got&nbsp;&nbsp;

01:06:55.760 --> 01:07:02.400
distracted by school, my grind started tapering&nbsp;
off, while Niftski went full steam ahead. Though&nbsp;&nbsp;

01:07:02.400 --> 01:07:09.080
our routes were almost identical, he included some&nbsp;
additional frame perfects at the end of levels 7&nbsp;&nbsp;

01:07:09.080 --> 01:07:16.200
and 10 that saved around half a second combined,&nbsp;
giving himself 2:34 potential. Since he also went&nbsp;&nbsp;

01:07:16.200 --> 01:07:23.160
for optimal jumps in levels 1 and 5 as well, this&nbsp;
meant that every single piece of his route was&nbsp;&nbsp;

01:07:23.160 --> 01:07:29.600
entirely frame dependent except for the plunger&nbsp;
jump in level 9. Aside from any quick resets,&nbsp;&nbsp;

01:07:29.600 --> 01:07:36.320
it was essentially all or nothing. On April 8th,&nbsp;
he had a run with a second try left right switch&nbsp;&nbsp;

01:07:36.320 --> 01:07:42.400
in level 8, matching Miniland in that regard. His&nbsp;
additional optimizations meant that he was still&nbsp;&nbsp;

01:07:42.400 --> 01:07:48.320
on record pace, but after nailing the first&nbsp;
jump of resetless 10… he somehow missed the&nbsp;&nbsp;

01:07:48.320 --> 01:07:54.800
pillar. This came as no fault of his own; he&nbsp;
buffered right through the level transition,&nbsp;&nbsp;

01:07:54.800 --> 01:08:01.280
but the game didn’t pick up the input until frame&nbsp;
2, throwing off the setup. This has a chance of&nbsp;&nbsp;

01:08:01.280 --> 01:08:06.000
happening whenever the level transition&nbsp;
lands on one of those half frames that I&nbsp;&nbsp;

01:08:06.000 --> 01:08:12.080
mentioned earlier. Shoutouts again to Flash for&nbsp;
being a technological dumpster fire. Despite&nbsp;&nbsp;

01:08:12.080 --> 01:08:18.440
having to take a costly reset there, he still&nbsp;
finished the run a few frames ahead of his PB.&nbsp;

01:08:18.440 --> 01:08:25.560
The next day, he got a run that missed the 4th&nbsp;
frame perfect in pl8-8, causing a 1.3 second&nbsp;&nbsp;

01:08:25.560 --> 01:08:33.040
time loss. After a perfect levels 9, 10, and 11,&nbsp;
he barely messed up the start of 3x Choker and had&nbsp;&nbsp;

01:08:33.040 --> 01:08:34.150
to hit the backup.&nbsp;&nbsp;

01:08:38.213 --> 01:08:43.760
Since this was another small&nbsp;
PB, he was able to keep his composure and lock

01:08:43.760 --> 01:08:51.360
in on 17 levels. At this point, the world record&nbsp;
in that category was a 4:04, exceptionally close&nbsp;&nbsp;

01:08:51.360 --> 01:08:57.320
to that 4 minute milestone. This was the final&nbsp;
minute barrier that the game had to offer, and&nbsp;&nbsp;

01:08:57.320 --> 01:09:04.561
since Niftski’s level 12 split was over 7 seconds&nbsp;
ahead of the record, he was easily on pace for it.

01:09:24.680 --> 01:09:29.520
The missed jump from the moving&nbsp;
platform in level 13 killed the sub 4,&nbsp;&nbsp;

01:09:29.520 --> 01:09:37.640
but he still set a new 17 Levels world record of&nbsp;
4:01.387. Knowing that a 12 Levels world record&nbsp;&nbsp;

01:09:37.640 --> 01:09:43.320
could happen any run now, he began streaming&nbsp;
attempts to his main Twitch account the next&nbsp;&nbsp;

01:09:43.320 --> 01:09:49.440
day. While Niftski demonstrated incredible&nbsp;
consistency on his first and second streams,&nbsp;&nbsp;

01:09:49.440 --> 01:09:54.800
he wasn’t quite able to put together the&nbsp;
run that he was looking for. However,&nbsp;&nbsp;

01:09:54.800 --> 01:10:01.418
perfection can only elude this man for&nbsp;
so long. Here’s what happened on day 3.

01:11:07.280 --> 01:11:15.560
While Niftski’s 2:37.710 had come extremely close&nbsp;
to perfection for that route, this masterpiece was&nbsp;&nbsp;

01:11:15.560 --> 01:11:22.960
the real deal. You could not beat this run by&nbsp;
more than a few frames without faster setups.&nbsp;&nbsp;

01:11:22.960 --> 01:11:30.120
Niftski got the fastest ever exit from level&nbsp;
8, and he never looked back. This route had&nbsp;&nbsp;

01:11:30.120 --> 01:11:37.920
over 35 frame perfects, and he hit every single&nbsp;
one first try. The quest to perfect a full-game&nbsp;&nbsp;

01:11:37.920 --> 01:11:44.560
route developed from the TAS hack had concluded.&nbsp;
Knowing that it was impossible for me to beat this&nbsp;&nbsp;

01:11:44.560 --> 01:11:50.760
run with my current strategies, I threw in the&nbsp;
towel on the most lopsided world record battle&nbsp;&nbsp;

01:11:50.760 --> 01:11:57.000
in Red Ball history. Though this run could&nbsp;
have easily demolished the 17 levels record,&nbsp;&nbsp;

01:11:57.000 --> 01:12:01.720
he understandably struggled to keep his&nbsp;
composure through that pop off. There’s&nbsp;&nbsp;

01:12:01.720 --> 01:12:08.534
a reason that the last time that someone&nbsp;
got both records in the same run was Jonas’&nbsp;

01:12:10.000 --> 01:12:15.520
back in 2021.
Niftski had no interest in running 17 levels&nbsp;&nbsp;

01:12:15.520 --> 01:12:22.440
on its own, meaning that the door to claim the&nbsp;
first sub 4 was still wide open. So, that’s the&nbsp;&nbsp;

01:12:22.440 --> 01:12:30.120
goal that I shifted my gears towards. On the road&nbsp;
there, I got my first 3x in 12 levels, I scored&nbsp;&nbsp;

01:12:30.120 --> 01:12:39.200
3rd place with a 2:36, I set the 17 levels record&nbsp;
with a 4 flat, and I choked a sub 4 to the final&nbsp;&nbsp;

01:12:39.200 --> 01:12:47.400
frame-dependent input in the run. On May 5th, the&nbsp;
legend rare.eg had tuned into my stream for the&nbsp;&nbsp;

01:12:47.400 --> 01:12:55.120
first time since my return to the game. Fittingly,&nbsp;
four runs later, I got my consolation prize.&nbsp;

01:13:03.200 --> 01:13:10.440
While my story had certainly found a happy ending,&nbsp;
Vertic had yet to find his. The game had cheated&nbsp;&nbsp;

01:13:10.440 --> 01:13:17.600
him time and time again, but he was persistent,&nbsp;
still pouring in runs whenever he had the time. At&nbsp;&nbsp;

01:13:17.600 --> 01:13:24.480
this point, all he wanted was to beat Miniland’s&nbsp;
time in 12 levels, a goal that had eluded him&nbsp;&nbsp;

01:13:24.480 --> 01:13:29.034
almost a year and a half. Well, on July 29th…

01:13:39.018 --> 01:13:41.950
That’s not quite what he was after, but beating&nbsp;

01:13:41.950 --> 01:13:50.320
my 17 levels PB by a single frame was certainly&nbsp;
welcome. Now, here’s what happened on August 6th.&nbsp;

01:14:09.480 --> 01:14:16.200
A sizable 17 levels record… this man was&nbsp;
on a roll. He just needed to translate&nbsp;&nbsp;

01:14:16.200 --> 01:14:22.866
that success to the first 12 levels as&nbsp;
well. Thankfully, the very next day…&nbsp;

01:14:44.880 --> 01:14:53.200
He achieved his goal by a single frame. After a&nbsp;
year and a half of just barely coming up short,&nbsp;&nbsp;

01:14:53.200 --> 01:14:57.120
Vertic was completely overcome with emotion. His&nbsp;&nbsp;

01:14:57.120 --> 01:15:02.680
journey was over. Vertic was&nbsp;
finally free from Red Ball.

01:15:02.680 --> 01:15:13.080
And, that leaves Niftski’s 2:34.613 in 12 Levels&nbsp;
and Vertic’s 3:57.452 in 17 Levels as the current&nbsp;&nbsp;

01:15:13.080 --> 01:15:19.920
world records in the game. It took over 4 hours&nbsp;
of scripted commentary to get here, but we have&nbsp;&nbsp;

01:15:19.920 --> 01:15:26.160
finally arrived at where the game may remain for&nbsp;
a good while. However, that doesn’t mean that this&nbsp;&nbsp;

01:15:26.160 --> 01:15:32.230
is the end of Red Ball’s story. Though sub 2:40&nbsp;
was widely believed to be the game’s final 10&nbsp;&nbsp;

01:15:32.230 --> 01:15:38.280
second barrier for a few years, we have thankfully&nbsp;
learned enough about Red Ball to know that there&nbsp;&nbsp;

01:15:38.280 --> 01:15:45.600
is still more to be done. Sub 2:30 is possible,&nbsp;
and I wholeheartedly believe that an extremely&nbsp;&nbsp;

01:15:45.600 --> 01:15:52.360
dedicated speedrunner will accomplish it one day.&nbsp;
However, to give you a sense of how far off we&nbsp;&nbsp;

01:15:52.360 --> 01:15:58.507
still are, let me show you one of the strategies&nbsp;
that you’d need to implement to make it happen.&nbsp;

01:16:04.680 --> 01:16:12.040
With 18 frame perfects, you can escape the opening&nbsp;
tunnel early and complete the level almost 3&nbsp;&nbsp;

01:16:12.040 --> 01:16:18.560
seconds faster than SMB11. The movement at the&nbsp;
beginning of the level is so precise that you&nbsp;&nbsp;

01:16:18.560 --> 01:16:25.000
have to keep the game at a pixel-precise window&nbsp;
size to make it work. What you witnessed there&nbsp;&nbsp;

01:16:25.000 --> 01:16:31.240
is just a taste of the mastery that speedrunners&nbsp;
have managed to achieve on an individual level&nbsp;&nbsp;

01:16:31.240 --> 01:16:37.480
basis. Many other crazy strategies that were&nbsp;
once thought to be impossible in a real-time&nbsp;&nbsp;

01:16:37.480 --> 01:16:44.360
setting have been pulled off, such as this insane&nbsp;
death warp in level 9 that involves inverting the&nbsp;&nbsp;

01:16:44.360 --> 01:16:51.000
plunger to get it in just the right position.&nbsp;
The sum of every individual level world record,&nbsp;&nbsp;

01:16:51.000 --> 01:17:00.320
the combination of thousands of hours of effort,&nbsp;
comes out to 2:20.065 for 12 Levels and 3:29.516&nbsp;&nbsp;

01:17:00.320 --> 01:17:09.400
for 17 Levels. The Tool-Assisted speedrun clocks&nbsp;
in just 13 and 14 frames faster respectively. 12&nbsp;&nbsp;

01:17:09.400 --> 01:17:15.680
out of 17 levels in the TAS have been tied to&nbsp;
the frame, and there’s a good chance that the&nbsp;&nbsp;

01:17:15.680 --> 01:17:21.760
human sum of best will come to match it one day.
While the crazy accomplishments people have made&nbsp;&nbsp;

01:17:21.760 --> 01:17:27.400
from an individual level standpoint are extremely&nbsp;
impressive in their own right, it doesn’t&nbsp;&nbsp;

01:17:27.400 --> 01:17:33.560
necessarily translate over to full game success.&nbsp;
Attempting a single level of the game tens of&nbsp;&nbsp;

01:17:33.560 --> 01:17:39.040
thousands of times is completely different from&nbsp;
tackling the whole thing, and there are plenty of&nbsp;&nbsp;

01:17:39.040 --> 01:17:45.880
runners that are great at one but not the other.&nbsp;
If you look at the 10 best individual level&nbsp;&nbsp;

01:17:45.880 --> 01:17:52.920
players and the 10 best full-game players, only 5&nbsp;
make an appearance on both lists. While the human&nbsp;&nbsp;

01:17:52.920 --> 01:17:59.520
sum of best certainly proves that the game still&nbsp;
has a long theoretical runway, it simultaneously&nbsp;&nbsp;

01:17:59.520 --> 01:18:06.280
shows that a sub 2:20 is not possible, at&nbsp;
least using the versions of Flash Player that&nbsp;&nbsp;

01:18:06.280 --> 01:18:12.440
we currently have available. Let’s generously&nbsp;
assume that Flash’s inconsistent frame times&nbsp;&nbsp;

01:18:12.440 --> 01:18:20.400
result in 5% of otherwise successful frame perfect&nbsp;
inputs failing. To get a sub 2:20, you need to hit&nbsp;&nbsp;

01:18:20.400 --> 01:18:27.920
over 190 in a row. Even if all of those inputs&nbsp;
would have worked given consistent frame times,&nbsp;&nbsp;

01:18:27.920 --> 01:18:37.800
you’d only have a 0.006% chance of them all&nbsp;
succeeding. Thankfully, some recent developments&nbsp;&nbsp;

01:18:37.800 --> 01:18:43.560
have helped improve consistency and level the&nbsp;
playing field. Firstly, I discovered that the&nbsp;&nbsp;

01:18:43.560 --> 01:18:49.680
minimum keypress length of certain keyboards&nbsp;
could be modified. You see, all keyboards have&nbsp;&nbsp;

01:18:49.680 --> 01:18:56.040
a built-in debounce time to ensure that single&nbsp;
keypresses aren’t registered as multiple,&nbsp;&nbsp;

01:18:56.040 --> 01:19:04.520
usually defaulting to 5ms. By changing it to Red&nbsp;
Ball’s median frame time, 33ms, it makes 1 frame&nbsp;&nbsp;

01:19:04.520 --> 01:19:11.360
inputs a lot more consistent. Then, a few months&nbsp;
ago, I confirmed that some older Flash player&nbsp;&nbsp;

01:19:11.360 --> 01:19:18.040
versions yield more consistent frame times in the&nbsp;
Red Ball games compared to newer ones, especially&nbsp;&nbsp;

01:19:18.040 --> 01:19:24.800
on slower machines. I spent days tracking down&nbsp;
the optimal version, which came in the form of&nbsp;&nbsp;

01:19:24.800 --> 01:19:31.320
an ancient internet plugin, and then developed&nbsp;
my own program to use it without having to boot&nbsp;&nbsp;

01:19:31.320 --> 01:19:38.000
up Internet Explorer. As a bonus, I was able to&nbsp;
add custom features that the stock Flash Player&nbsp;&nbsp;

01:19:38.000 --> 01:19:45.280
lacked, making it a win-win. Finally, we’ve also&nbsp;
found a way to prevent 2nd frame accelerations,&nbsp;&nbsp;

01:19:45.280 --> 01:19:51.360
which have killed many world record paced runs,&nbsp;
from ever happening again by shortening the key&nbsp;&nbsp;

01:19:51.360 --> 01:19:58.360
repeat delay below the normal range in Windows.
These recent developments have been beneficial to&nbsp;&nbsp;

01:19:58.360 --> 01:20:04.640
Red Ball and the flash game speedrunning scene&nbsp;
as a whole. We can only hope that, one day,&nbsp;&nbsp;

01:20:04.640 --> 01:20:12.040
we will have a way to play a 15-year-old,&nbsp;
600kb game without performance issues to&nbsp;&nbsp;

01:20:12.040 --> 01:20:19.000
push its potential as low as possible. But,&nbsp;
for now, this is where our story ends. From&nbsp;&nbsp;

01:20:19.000 --> 01:20:26.080
casual playthroughs, to initial optimization,&nbsp;
to movement mastery, to the quest for sub 3,&nbsp;&nbsp;

01:20:26.080 --> 01:20:31.840
to the entrance of frame-dependent setups,&nbsp;
and finally, the quest for perfection,&nbsp;&nbsp;

01:20:31.840 --> 01:20:37.920
this game has certainly been through a lot. Of&nbsp;
all the tens of thousands of Flash games that&nbsp;&nbsp;

01:20:37.920 --> 01:20:43.720
made their way to the internet, who could’ve known&nbsp;
that this is the one that would arguably hit it&nbsp;&nbsp;

01:20:43.720 --> 01:20:50.560
the biggest from a modern speedrunning standpoint.&nbsp;
Let’s just hope that there is still more history&nbsp;&nbsp;

01:20:50.560 --> 01:20:56.350
yet to be written. Thanks for following&nbsp;
the complete story of Red Ball speedruns.

