Speedrunning · TAS

Rayman Legends Co-Op TAS

How four-player tool-assisted routing turns Co-Op Zips, exact angles and frame-perfect releases into direct lines through Rayman Legends levels.

Quick answer: jaderKFC's four-player TAS work scripts inputs frame by frame and chains Globox Co-Op Zips to bypass normal level geometry, often routing directly through walls and transitions toward the goal.
External work: TAS and video by jaderKFC, with routing developed alongside petit fleur. Alexander TGS maintains this written reference and credits the original work directly.

What a Rayman Legends co-op TAS is

A tool-assisted speedrun (TAS) is built by scripting inputs frame by frame rather than performing the run live in real time. In this case, the work uses a public Yuzu Nintendo Switch emulator fork and a text-based TAS editor capable of controlling jumps, attacks and precise joystick angles.

The result is not simply a cleaner human speedrun. Four-player co-op TAS routing can treat the level as geometry to be solved, using exact positioning and co-op glitches to travel through walls and toward the goal by routes that would be unrealistic for normal play.

Why four-player Co-Op Zips change the route

The central tool is the Co-Op Zip. A Globox turns while holding Up as another character lands on him, producing a large positional displacement. The airborne character can attack and jump out of the zip to prevent the normal snapback and retain useful forward movement.

With multiple players available, the TAS can prepare new zips almost immediately after the previous one, allowing rooms to be approached as a chain of direct displacements rather than ordinary platforming.

Angled zips and exact releases

Uneven terrain and slopes make the setup even more flexible. Tilting the Globox used for the zip changes the direction of the displacement, allowing teammates to be fired through walls at custom angles instead of only travelling horizontally.

Ground-pound or kick-based release setups can also control the exact frame on which a player exits a zip. In a TAS environment, that precision lets the route target tiny gaps, room transitions and collision boundaries with consistency.

How the TAS routes Invasions

The video demonstrates five newly developed co-op TAS Invasion routes. Instead of clearing rooms conventionally, the runs repeatedly reposition players, bubble or despawn characters that are no longer needed, abuse uneven terrain and zip through room-transition walls or ceilings.

That changes the optimization question from “what is the fastest intended route?” to “what is the shortest physically reachable line between the start and the next useful trigger?” In some rooms, this reduces what would normally be a long solo sequence to a fraction of the time.

Who made the work

The TAS video and runs are by jaderKFC. The routing shown in the project was developed with community router petit fleur. This knowledge-base entry summarizes their published work; it does not reattribute the TAS or routing to Alexander TGS.

Why it matters

These runs show the technical ceiling of Rayman Legends co-op far beyond ordinary real-time speedrunning. They also demonstrate how discoveries such as the Co-Op Zip can evolve from a useful glitch into a complete routing language once multiple players and frame-perfect scripting are available.

Watch the original video

The written reference above stands on its own. The embedded video is the original demonstration and is credited to its creator.

Watch on YouTube ↗

Reference written and maintained by Alexander TGS (Alexander Thomas Goncalves-Soares). The run, video and technical work described above remain credited to their original creators and contributors. This page exists to make the information searchable and readable without requiring the video.