Hey everyone, and welcome to GamingSpeedrun! If you're here, you're likely a fan of classic shooters and pushing games to their absolute limits. Today, we're diving deep into the chaotic world of Redneck Rampage, specifically focusing on a recent World Record (WR) achieved in the Any% category using the Rednukem source port. While this run might not be officially on the main leaderboards *yet*, it marks a significant step in potentially revitalizing the speedrun for this beloved, albeit janky, title.
Table of Contents
The State of Redneck Rampage Speedrunning

For a long time, the Redneck Rampage speedrun scene has been relatively quiet. The original DOS version, while iconic, comes with its own set of quirks that can be frustrating for runners. Input lag, obscure save/load glitches, and limited graphical options can make runs inconsistent and, frankly, less enjoyable to execute. This stagnation led to the leaderboard being abandoned for over three and a half years. However, a dedicated runner (who achieved this WR) has stepped up, aiming to "resurrect" the speedrun using a modern source port.
Why Rednukem Changes the Game
The use of the Rednukem source port isn't just a minor tweak; it's a fundamental shift that makes the game more accessible and enjoyable for speedrunning. Here’s why:
- Reduced Input Lag: This is massive. Smoother controls mean more precise movements and quicker reactions, crucial for any speedrun.
- No Annoying Save/Load Glitches: The original game had infamous glitches related to saving and loading that could ruin a run. Rednukem cleans these up.
- Better Resolution and FPS: Experience the game with improved visuals, making it easier to track enemies and navigate the environment.
- Smoother Mouse Movement: Essential for aiming and looking around quickly.
- Quick Save/Load: Instantaneous saving and loading allows for rapid retries of difficult sections.
- Bindable Piss: Yes, you read that right. The ability to bind the… *unique* mechanic to a key reduces the need for awkward mouse wheel scrolling.
These improvements drastically reduce the frustration factor, allowing runners to focus on execution rather than fighting the game's engine. While the run is still inherently challenging, Rednukem makes it far more approachable than the DOS version.
In my experience, the reduced input lag alone is a game-changer for fast-paced shooters like Redneck Rampage. It makes the difference between feeling clunky and feeling in control.
Breaking Down the 13:30 Run
Achieving a time of 13 minutes and 30 seconds in Any% is no small feat. While the exact route and specific skips are still being refined, the core of any Any% run involves reaching the end credits as quickly as possible, often with minimal regard for optional objectives or collectibles.
The Rednukem port likely allows for more aggressive movement techniques and potentially faster enemy manipulation. The ability to quickly restart after a mistake means runners can practice specific segments more efficiently, leading to faster overall progression. This record signifies that the Rednukem version offers a viable and potentially superior platform for future speedrunning attempts.
The goal in Any% is always the same: book it to the end. With Rednukem, we can finally do that without fighting the legacy tech of the original build.
The Lingering Annoyances (and How to Beat Them)
Even with the advancements of Rednukem, Redneck Rampage isn't exactly a walk in the park. The game's AI can still be unpredictable, enemy placement can be brutal, and certain level designs can lead to dead ends or require precise maneuvering. The sheer amount of combat encounters means consistent aiming and crowd control are paramount.
Runners will need to master:
- Enemy Prioritization: Knowing which enemies to take down first is key to survival and maintaining momentum.
- Weapon Management: Efficiently switching between weapons to deal with different threats.
- Navigation: Memorizing complex level layouts and finding the fastest paths.
- Damage Boosting: Intentionally taking damage to utilize invincibility frames or pass through enemies faster.
The "annoying" nature of the game persists, but the tools provided by Rednukem make overcoming these obstacles significantly less painful. This allows for more consistent attempts and a better overall experience for both the runner and the viewer. This is a huge win for the speedrunning community looking to bring this classic back into the spotlight.
The Future: New Strats and Optimizations
With this WR as a catalyst, we can expect to see more runners embracing the Rednukem port. This could lead to the discovery of entirely new strategies, glitches (if any remain), and optimizations. Perhaps segments that were previously considered too risky or time-consuming will become viable.
The community might also explore different categories beyond Any%. Glitchless runs, 100% completion, or even challenge categories could emerge, further expanding the replayability and competitive scene for Redneck Rampage. The key is that the barrier to entry has been significantly lowered, inviting more players to participate and push the boundaries. This is the kind of innovation we love to see in the gaming world.
It's exciting to think about what new tricks and routes players will discover now that the game is more responsive and forgiving.
The potential for optimization is huge. Faster movement, better aiming, and quicker resets all contribute to shaving off precious seconds. This WR is just the beginning of what could be a new era for Redneck Rampage speedruns. We'll be keeping a close eye on the leaderboards and community developments. Maybe this will even spark renewed interest in other abandoned speedrun categories for similar titles.
Frequently Asked Questions
What is the Rednukem source port?
Rednukem is a modern, community-developed source port for the Build engine games, including Redneck Rampage. It offers significant improvements over the original DOS version, such as better resolution, reduced input lag, and enhanced stability.
Is this Redneck Rampage WR officially recognized?
Currently, the run is not officially on the main leaderboard for Redneck Rampage because the leaderboard administrators have yet to officially accept the Rednukem source port. However, the runner aims to see it recognized.
What does "Any%" mean in speedrunning?
In speedrunning, "Any%" means completing the game as fast as possible, regardless of how much of the game's content is experienced or completed. It often involves utilizing glitches and sequence breaks.
Why was the leaderboard abandoned for so long?
The leaderboard for Redneck Rampage had been inactive for about three and a half years, likely due to a lack of new runs or runners engaging with the original DOS version, which had inherent technical limitations for speedrunning.
What are the main benefits of using Rednukem for speedrunning?
The primary benefits include significantly reduced input lag, elimination of problematic save/load glitches, improved graphical settings (resolution, FPS), smoother mouse controls, and the ability to bind essential actions like 'piss' to keys, all contributing to a faster and less frustrating run.
This 13:30 World Record in Redneck Rampage (Rednukem Any%) is more than just a fast time; it's a beacon of hope for the game's speedrunning future. By embracing modern source ports, we can overcome the limitations of older games and rediscover the joy of pushing them to their absolute limits. What are your thoughts on using source ports for speedruns? Did you ever play Redneck Rampage back in the day? Let us know in the comments below! And if you're inspired to join the community, check out our Discord channel to connect with fellow runners and fans. Keep speedrunning!