Of course there haven't been enough submissions of this game.
This is a 33 frame improvement to the
previous movie, ignoring different lag frames caused by the emulator change and the fact I ended input earlier rather than at the axe hit (because of emulator differences, ending at axe hit would cause some inconsistancies, but if preferred I can change it).
Note: BizHawk 1.8.3 was the most recent version when I started making the movie, however, it still syncs on 1.9.3.
Glitches and tricks used
Fast acceleration
The fastest way to accelerate at the start of a level and when coming out of a pipe are the inputs: > <> >x4 <>x19. In both of those situations, you are registered as being in the air for one frame - the fastest way to accelerate from a stop otherwise is RA> Rx19 R<>x19.
Walljumping
Like in the NES game, hitting a wall on a boundary between two blocks allows you to jump again.
Pressing select scrolls the screen to the right, spawning sprites earlier. This is most useful in 8-4, where you can make Piranha Plants go down faster.
Flagpole subpixel manipulation
Changing your X subpixel when hitting an end of level flagpole can sometimes save or lose 1 frame.
Improvements
World 1-2 (8)
8 frames saved on the turnaround at the end of the level. If you press the opposite direction to the one you're running in and jump on the next frame, then land with an X speed of at least 24 while holding a direction, your speed will be set to 9 in the direction you're holding. I use this to decelerate faster at the warp zone.
World 4-2 (14)
6 frames saved, same as 1-2.
World 8-1 (15):
1 frame saved on the flagpole subpixel.
World 8-2 (17):
2 frames saved on the turnaround near the middle of the level.
World 8-3 (18):
1 frame saved on the flagpole subpixel.
World 8-4 (33):
2 frames saved on each for the first 3 pipes due to entering them faster. 9 frames saved on the first jump in the last room.
Enjoy!
Suggested screenshot: 15358
GoddessMaria: Replaced with a 3 frame improvement movie provided by the author.