I can't write English well. So mistakes in the grammar is found a lot.
- Emulator used: Snes9x rerecording 1.51 v6
- Allow Left+Right/Up+Down
- Fake Mute desync workaround
- Sync samples with sound CPU
- Aims for fastest time
- Uses no warps
- Abuses programming error in the game
- Manipulates luck
- Genre: Platform
About the run: This run is 1389 frames faster than the previous movie. I describe the main change part.
- I improved acceleration and used "Pole glitch" in almost stages.
- In 3-4, I improved the method of avoiding the Firepillar.
- In 4-4, I used "Going through wall glitch" like the FDS version.
- In 5-1, I improved the method of jumping over the highest wall.
- In 6-4, I improved the method of avoiding 1st Long-firepillar and jumping to a 2nd correct route.
- In next scene, I used "Going through corner glitch" to draw Mario to the right. The purpose is to avoid the lift and 2nd Long-firepillar.
- In 7-4 and C-4, I used "Going through corner glitch" twice. Then I used "1/1 crouching run" to avoid Buzzy beetles.
- 1/1 crouching run: It is possible to dash while having crouched when down and right are alternately pushed every 1 frame.
- In water area of 8-4, I used "Crouching swim" and "Going through corner glitch" to avoid firepillar.
- In 9-1, 9-2, and 9-4, I improved the method of using "Pole glitch".
- In A-4, I kicked the red coopa ahead and stomp it to advance ahead at maximum speed. And I improved the method of beating Imt-Bowser.
- In D-4, I used "Going through wall glitch" to avoid the Long-firepillar.
About other things in this game:
- "Another Pole glitch (Mario doesn't go into castle)" can be used in this game. But it is no use.
- It is impossible to enter Downward-pipe in this game.
Nach: Some of the previous runs of this game were a bit boring. Not this one though, it never fails to deliver. Great Koopa kicks, ridiculous out of nowhere high jumps, clever and *impossible* fireball shots, and other great shenanigans make this run fantastic. Accepting as improvement to previous runs.