Info about the run
This is an improvement of 11 frames.
- FCEUX 2.1.1
- Aims for fastest time
- Manipulates good and bad luck
- Abuses programming errors in the game
- Plays with death
The 11 frames improvement is due to uses of Jumpman`s (aka Mario) movement pattern which its RAM address is $88. I did manipulate it at stage 2. When used correctly, some pixels may be gained which was 2 in this case. Result is easily noticeable with RAM address $46 which is Jumpman's X position. The technique is only useful when jumping then waiting after. In others words, at the very first jump. However, without the uses of memory addresses, we can only see it is really improved when Jumpman reaches the 2nd elevator. Otherwise, at first glance, it seems as fast as any other method.
Stage 1. The wobbling at the start is to demonstrate that movement pattern. And that I don't lose any time by pressing the opposite direction at correct timing. And it's also my signature. :)
Other than that improvement, Jumpman plays with death in stage 2 and 3 which imo, was missing from the latest 2 runs. So I did manipulate the "bad" luck.
Useful Memory addresses
$34 Interval Timer Control (11 frames rule)
$46 X position
$47 Y position
$88 Jumpman's (aka Mario) movement pattern
Thanks
Thanks to hero of the day for his useful discovery and aglar for finding that "ladder-zip" trick which no one has found before. And the precedent authors.
adelikat: Accepting for publication as an improvement to the published movie.