Tech Guide
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Tech Guide
Updated 7 years ago by koffingrockz

Tiles

Tiles in Lester work just like they do in every other game that has a tile function, such as Pokemon games. These tiles both simplify and complicate basic movement. Tiling makes it so that each individual step must be routed but also cuts down on variation thus making optimization a lot easier than most other games.

Tile Manipulation

Tile manipulation is a technique used for Lester to be in the proper spot so that he falls in optimal position so that additional steps are skipped. This is most notably used in Beach 1, Cavern 1, and Cavern 2.

Mid-Tile Ground Landing

Mid tile ground landing a technique used to optimize Lester’s movement. Lester will progress further on the X axis after a jump if you land on a tile in which the game “rounds up” due to being too far right. This is not as precise as a mid-tile damage cancel.

Mid-tile damage cancels

On certain platforms, Lester can land on tiles that are “invisible” because they are in between a tile that exists and an empty space in front. In Beach 1 this is utilized by jumping at the proper frame(s?) to land in a position where Lester doesn’t begin his proper falling animation due to the game being confused of Lester’s state. Basically, Lester’s landing animation is sustained and Lester can not take damage in his falling animation.

RNG and RNG Manipulation

RNG, or random number generator, is the way that the game assigns randomness. It appears that the RNG in Lester is manipulatable by a timer. This has been evident by the consistent RNG, whether it be good or bad, on different stages when the same route te is used. RNG affects the speedrun in the crab at the end of Beach 2, Caves 2 (though now obsolete), Burial Grounds, Rooftops, and the rocks in Cavemouth. All crabs and bats are RNG but only the ones in the listed levels have an impact on the run.

Buffering

Whenever Lester performs a command there are null frames in which another action can not be initiated until Lester’s animation frames end. In this period, you can hold a button and Lester will perform another action as soon as the period of null frames end. Because of this, consistent periods of time can be spent so that we don’t have to time things that are difficult to time. This is most notably used in the Ape and Spider fights.

Ledge Grabs

There are three different types of ledge grabs, long distance grabs, slow grabs, and snap (quick) grabs. Snap grabs and distance grabs are just as fast as each other, and are of course the most optimal. Slow grabs are performed by jumping too close to a ledge so that Lester lingers on the ledge. A snap grab is done by jumping when Lester is a little less than perpendicular to a ledge. This is most notably used to get the drip fast cycle in caves 2. Some runners also use this in Totem Poles if they jump far over the crab. A distance grab is simply when you jump at the right time so that Lester grabs a ledge at the optimal angle and he does not linger.

Ledge Falling/Turning/Jumping

There are 3 ways to dismount a ledge in Lester the Unlikely. First is ledge falling which is when you go down a ledge with only a left or right d pad input that is typically followed by a down input. Based on your tiling, you may be able to input a delayed action (as seen in the mid air walk in totem poles). This falling will, however, damage Lester if you attempt to turn in mid air or if you do not use a down input and the height is enough to hurt Lester. Typically, if a ledge is not high enough for Lester to take damage, it is optimal to just run off rather than do a down input despite the landing animation. This has been timed to save approximately 0.1 seconds. Ledge turning when you press the opposite direction that you are running when going off a ledge. Based on the tiling, this input can typically be performed before you even start to fall. This is used twice at the end of cavern 2. Ledge jumping is when you jump so that Lester lands on a ledge (similar to a mid-tile damage cancel) but you jump on an earlier frame (the window is wide) so that you can turn Lester to the left. This technique is situational and seems to only save time in cave 1, it has been timed in cavern 2 but it seems to waste time for some reason.

Animation merge glitch

The animation merge glitch is a glitch that is nearly impossible for the casual viewer to pick up on. This glitch occurs when Lester begins a jumping animation (or has a landing animation) extremely close to the trigger for a halting animation. This technique allows for the rock throw in caves 1, tip toe skip in Totem poles, and the jump at the start of burial grounds to be possible.

Vine jumping

There are two aspects to optimizing vine jumps. First, how early you jump. The earlier you jump, the more frames you save. Secondly, you want to land on a mid-tile. This, however, is nearly impossible to reliably replicate without practice. Vines will also swing faster and further if you go from a long distance. Lester’s swing points are manipulated by Lester’s speed and X,Y coordinates, however, they are relatively consistent hence why visual cues are still reliable. Examples of extended vine swings are used in River 1 and Jungle.

Pylon Skip

By colliding with the ledge at the proper position, Lester bypasses the collision of the rock by interrupting it with an animation. When Lester is clipped in an object you can only jump or do a “restricted” action by storing it with a turn. This jump is a (2 or 3?) frame window.

Restricted ladder jumping

In Docks and Lava Run there are ladders that normally can not be jumped up unless you jump before the ladder within a certain distance. A jump is performed to nullify this state.

Extended jump damage cancel

In docks a jump is used to avoid taking damage on a long fall, and also stall out the barrel for a perfect cycle. This jump uses a left input near the apex of the jump to just barely avoid taking damage. Lester does not take damage every time he screams. Also note that when Lester jumps and grabs a ledge his height value in contained by his lower body, so when the ledge is grabbed, Lester does not gain much height to protect himself versus simply falling on the ground. This is effectively used in Cavern 2 though as the difference is enough to prevent damage. This however, can not be used in Beach 2 to save time on the part with the turtle in the small gap.

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