--- title: Segmented Routes date: 2019-10-02 draft: false --- # Segmenting & Optimizing Realistic Routes Finally after a few weeks of practicing I took some time to segment the route that I've been working on for _bhop_bochadick_. Something which I have a really bad habit of not doing. Unlike a lot of other maps I've tried running in the past this one doesn't really get old and the _rng_ in the run is pretty bearable. Apart from the route being fun there's also a few _reset points_, where if I lose time or fail it doesn't mean the run is completely over/results in +30. > Alright but where's the route mang Here you go :^) > Can it be improved? Yes, and there's already some new tricks/optimizations I'm planning on using to bring the time down even further. > So it's not perfect? Nop, in fact there's a huge mistake at the top of the pyramid where I bump into a wall pretty hard, losing nearly 400 u/s(from ~900u/s to ~500u/s). Also I could potentially do the drop in the lava stage without the wall bump thus conserving speed and cutting out a jump or two (i.e. 0.7 - 1.4 seconds). ## Stats * Current estimated: 4:41 * Future estimated: 4:3x