This run beats the current published run by 966 frames, ~16.08 seconds.
Game objectives
- Emulator used: FCEUX 2.2.1
- Aims for fastest time
- Takes damage to save time
- Uses death to save time (no life is lost however)
- Manipulates luck
- Genre: Platform
Techniques and Tricks
Mid-air jump
After he get the winged boots, he becomes possible to mid-air jump.
3 hits attack
When only one heart remains in his life, a jumping slash hits three times against bosses.
Jumping before landing
When he has a enough Y velocity, he can jump one frame earlier than it lands and higher.
Cancel a climbing
he can move to the next action faster by cancel a climbing.
Lag reduction
Many of lags are reduce by jump or jumping slash.
Early fade out
The fade-out starts immediately, if death occurs and start is pushed after a boss is finished exploding.
Falling through the stairs
It is possible to fall through the stairs by turning around at exact position between the stairs and the ceiling.
Frame rules
In this game, there're many frame rules. those are not due to a global frame count but a local frame count. The followings are main.
2 frames : Attack
4 frames : Taking damage and shock, Opening the box, Turning around on the ground
8 frames : Fading out the screen when beat the boss with death or reach the bosses at stage 6
16 frames : Fading out the screen when beat the boss without death
Some useful memory addresses
$38D : Screen X position
$207 : Boy's front side X position in current screen
$203 : Boy's back side X position in current screen
$200 : Boy's head Y position (The same value exists in some addresses)
$31 : Frame count from that scene
$607 : Boss's energy
Improvements
Level | Frames saved | Total frames saved |
---|
1 | 87 | 87 |
2 | 46 | 133 |
3 | 161 | 294 |
4 | 79 | 373 |
5 | 320 | 693 |
6-1 | 28 | 721 |
6-2 | 220 | 941 |
7 | 25 | 966 |
General
Reduced lag.
Don't pick up any sword power-up. It is unnecessary and occasionally causes the fault.
Stage 1 - Evil Forest
Optimized how to climb a cliff in first screen.
Chose the better direction for pick up a pair of boots.
Stage 2 - Waylaid Street
Most of improvements in this level are because of optimized movements.
Stage 3 - Count's Castle
Took a shortcut outside the castle.
Optimized how to fall through the stairs.
Stage 4 - Pirate Ship
Here he often stops because of landing poor footholds. So I avoid it by adjust the height when landing.
Stage 5 - Maclonna Mine
Chose better place to take damage.
Died after boss fight ended using the spikes with jump trick.
Stage 6-1 - Laboratory Part 1
In laboratory levels, the spike traps operate according as 4-frames rule. Therefore, considerations for timing in which scene is changed are needed. However, it isn't attached to importance in lab part 1. Most of improvements of here are because of lag reduction.
Stage 6-2 - Laboratory Part 2
Adjusted the cycle of spike traps to cut down the useless time.
Took a shortcut at small room where needles were spread.
Optimized boss fight.
Stage 7 - Laboratory Escape
Took damage in better place.
Adjusted the cycle of spike traps to cut down the useless time.
Suggested screenshot frame:26302
Thanks to
- JXQ, Samsara : This run might not have existed without their runs.
- Some Japanese speedrunners : I caught a lot of knowledge about this game from them.
Enjoy :)
feos: Accepting for Moons and processing the publication...