Submission #5351: TASeditor, MESHUGGAH, CoolKirby, Masterjun, MUGG, was0x's NES Kirby's Adventure "game end glitch" in 00:35.76

Nintendo Entertainment System
game end glitch
FCEUX 2.2.3
2149
60.0988138974405
62642
Unknown
TASeditor, MESHUGGAH, CoolKirby, Masterjun, MUGG
(Additionally: was0x)
Submitted by TASeditor on 1/7/2017 8:46:01 PM
Submission Comments
It's this little pink thing again.

Game objectives

  • Emulator used: FCEUX 2.2.3

Comments

It's an one frame improvement over the published run. The slope clip is improved. Everything else is unchanged. I (TASeditor) tried to improve other things as well by delaying and interupting certaing actions, but it didn't work out due to lag sadly. Here's is an userfile with these tests in second room, just in case.
For non glitched graphics change inputs from TLR to TDLR on last frame.
Now it is 9 frames faster than the current published run, thanks to better lag reduction due to interrupting movement.

First room

Don't interrupting by extending jump height at frame 603, 2 lag frames and 134 subpixel inproved at frame 888 when swallowing. At frame 1069 being 6:224 pixels ahead, due to delaying the running start and interupting movement in mid-air. 12:199 pixels ahead at frame 1229. 6 frames faster in this room.

Second room

Interrupting before sliding in order to go over the hill efficiently, this section is very laggy. ~2 pixels needed to be sacrificied at frame 1584 to not bumb into the Waddle Doo. At frame 1620 being 21:8 pixels ahead, thanks to better lag reduction on the hill. 3 frames faster in this room.

Last room

Not improved, due to the lag behaviour of the game.

Masterjun: Judg... no wait I'm an author dang it!

Nach: I'm not an author, judging.

TASeditor: Please update the submission with this file!

Nach: Replaced movie file.

Nach: It's now larger than a 1 frame improvement, and a nice one at that. Accepting.
Spikestuff: Publishing.
Last Edited by on 1/1/2022 6:13 PM
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