Hyper Iria world record
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Re: Hyper Iria world record
I recorded clips for the any% walkthrough, finished way earlier than I thought, so I decided to do a few runs...
GGWP.Forgot where I put my old sig lolComment
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Re: Hyper Iria world record
When I started playing this game, I estimated that we would get stuck around 15m15s for any% in terms of strats. You're awfully close of that already lmao. 1 cycle Stage 4 boss looks really intimidating. The rest looks surprisingly normal. I'm very confuse on the time saves. I'll probably have to go improve my time to understand it better. I feel like part of it is the normal% new strats.I recorded clips for the any% walkthrough, finished way earlier than I thought, so I decided to do a few runs...
GGWP.Last edited by Hakulyte; 05-10-2024, 12:14 AM.
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Re: Hyper Iria world record
Just gonna leave this 11 seconds normal% improvement here
https://www.speedrun.com/hyper_iria/runs/mrvgkkgzForgot where I put my old sig lolComment
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Re: Hyper Iria world record
So, Hateandhatred and me will be participating in the ASF 2025 - Anime Speedruns Festival on May 17th 2025 around 12:05 am based on FFR's server time. We will race against each other to beat Hyper Iria as fast as possible. The run takes around 15~16min so, it shouldn't take more than an hour. Feel free to look it up. It's going to be a any% run.
more info @: https://oengus.io/marathon/animespeed/schedule/schedule
Also, just improved my 2nd place on any% by 10 seconds. I'm now 8 seconds away from H&H's WR.
https://www.speedrun.com/hyper_iria/runs/y8o4v0xm
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Re: Hyper Iria world record
So as far as I know, the trailer is made by a fan? Could be wrong.
Regarding how these people got in touch with me, basically they're an aggregate community that focuses on speedruns of anime-based games. One of the admins contacted me last year while I was starting to build online ressources aiming to help people get into speedrunning this game. The game is based of Iria: Zeiram the animation, and this admin ran the other Iria game (ZeiramZone) and since I'm the main mod of the speedrun.com page, they asked if we would migrate to their community.
They have a pretty sizeable audience so we did, and Haku and I became channel mods for Hyper Iria. A few weeks ago, this admin contacted me regarding their speedrun festival and told me it would be a good showcase for their game since it's like a mini AGDQ and it draws a considerable audience. I haven't run the game in a while because I'm busy with Kaizo Mario, but I talked to Haku about it and I signed up for us. I'm pretty sure Hyper Iria won't draw the biggest audience compared to stuff like Dragon Ball Z Sparking Zero which was a major release last year lol, but still, I want to grow this game and this is a golden opportunity to do it.Last edited by Hateandhatred; 04-6-2025, 08:12 AM.Forgot where I put my old sig lolComment
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Re: Hyper Iria world record
Hyper Iria news:
1: Haku dropped a run 3 seconds off any% World Record.
2: New categories have been created
We have:
- Extreme%
- IGT single levels on Any%, Normal% and Extreme%
- Single level golds from full runs on Any%, Normal% and Extreme%
We don't currently have Extreme% runs, but I feel like we will need them soon.
The segmented categories exist to promote practice, run continuation, to have footage of up-to-date theoretical optimal execution and routing for newcomers, and finally, to establish a theoretical best out of the "community golds".
On top of that, we are pushing optimization in a relatively new area, and I expect times to drop quite a bit!Last edited by Hateandhatred; 04-13-2025, 01:34 AM.Forgot where I put my old sig lolComment
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Re: Hyper Iria world record
Knowledge is power here. If you just try things blindly, you're unlikely to get a WR. Nearly every actions in this run has a clear intent and is trying to create a very specific outcome. Is the game mechanically difficult ? Well, for most of this run ? No. What if you want to do a "perfect" run ? Absolutely. What I'm saying is that it did requires a lot of effort because you need to constantly be ready for what's next until the end, but "pressing the buttons" is not more difficult than getting AAA on a difficult song on FFR. You don't need to vibrate a section or do some near impossible input combination under 1 second etc.
Boss fights have very specific strats. Both where I am during it and what I do is important. Too far away from a boss while shooting ? Well, I have bad news for you, your own bullets created lag and you're ruining your own run! So, yeah. It's mostly a battle of small adjustments. Unfortunately, I completely messed up the last boss in this run, but I did get the phase skip in Stage 4 so, yeah. (it involves shooting really fast before the game makes the boss invulnerable and create a 2nd phase. It's a run killer because you can lose 8~12 seconds here!)
Getting a time around 15:10 should still be reasonable with what's currently known. Anything under 15:10 with our current knowledge is going to become absurdly difficult. Me and hateandhatred are actively trying together to find ways to save more time to make the run easier. There's still many things we don't understand or simply overlooked. This speedrun is not on the same level as one with a leaderboard of 100+ players. I do believe someone could look at our times, improve incredibly fast and start getting runs close to us. The game is relatively short. We're not spamming frame perfect tricks over multiple hours. This should be a reasonable challenge for anyone as long as they break down what to do at every moment. Also, there's more than any%. There's segmented runs to practice each levels and there's also normal% and even extreme% where buying the right items between levels will change the outcome of every levels. Enemies have more HP and the meta for these 2 runs are completely different. You need a bazooka for normal% and you need specific grenades for extreme% or you will most likely not only lose time, but also game over. (there's currently no time for extreme% so, if any of you play it and beat it. You have a WR. Hateandhatred has beaten extreme% before tho)
So, RNG manipulation is a thing. The problem is that it's not fully understood and we're only scraping at the surface. There's no one who looked into this game's code and could explain in details what's happening. Lag in this game also exists. Enemy projectiles can create it (and yours as well!). There's strategies around choosing which enemy should be killed and how. Which ones should be left alive to optimize RNG etc. Which enemy should we knockback with a punch and then run away (because the death animation also loses time). If there's backtracking, killing an enemy could save time for the backtrack etc. (most of the important ones are the ones that shoots projectiles and add lag by simply existing)
A tricky mechanical part of the game is that some platforming involves doing either a low jump, medium jump or high jump. They're tricky to do because how long you hold the jump key quickly shift between each type of jump especially for low vs medium. How fast and how long you hold a key will decide instantly how high Iria jumps and this can lead to mistakes not to mention Iria also has a double jump. I personally failed a jump in Stage 4 in this WR because Iria couldn't reach her max height. I'm not even completely sure why it failed, but I think that it was because I just barely didn't hold the key long enough to make the game understand I wanted to do the highest possible jump. The turrets under me were shooting projectiles and I think it impacts how long you have to hold the jump key. So, yeah. A lot of things can go wrong.
So, it's a lot of small considerations like that which piles up on long term. The more you play the game, the more you can pick these things up. You just eventually get a feeling that something isn't right and you try new things until it does.
The game also has cancels. If you do a standing kick and press down like 0.3 seconds after, Iria will cancel her kick animation. If you do it too fast, Iria will cancel her entire kick and you will do nothing. So, this could be double edged. It took me a while to start doing them more consistently.
btw, the levels are also a maze. Most of them are actually 3-4 times bigger than what you see in our runs. You will have to memorize which door to take. You could spend 15min+ in level 1 and barely see the entire level. Fortunately, every door leads to a specific place so, there's no RNG for that. Also, you need to double tap forward to run. You also need to enter doors by aligning yourself with the center or Iria will lose time walking toward the center. There's a tons of doors so, this adds up. btw, every time you get out of a door, you need to double tap again to run. If an enemy hits you, you will stop running and walk. If you get hit while walking, you will start running. This can be troublesome when a lot is going on. Climbing is easier while walking so, I recently intentionally pressed down in a place in Stage 4 to make Iria intentionally walk. H&H also recently found that there was a door we didn't need to go into while doing Stage 2. We could just go around the level and save 2 seconds. As long as we keep finding small things like this, this game will remain interesting to run imo.
I currently believe 15:00 is a wall that both me and H&H haven't figured how to overcome yet. 15:00 ~ 15:10 used to be unthinkable and now it's starting to be within reach. H&H was hoping to get a time under 15:00 before the live. I have no clue how that could be possible, but I'll try to do what I can to get closer.
This is starting to feel like a puzzle game tbh.Last edited by Hakulyte; 04-13-2025, 08:45 PM.
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