I've been streaming attempts at replicating this video using Speedrunning techniques. Here are a few things that I drew from it:
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I can smooth out the 4-1 that PMniac said was cringy. By that, I mean that the level can be performed with one continuous run, only jumping when necessary
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4-2 is a real pain in the ¤¤¤ to get on the vine (I think that the jumps required once the vine is out is frame perfect). I don't think that even attempting the wrong warp in the level would help ease it.
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This was largely done glitchless (the one area where any form of glitching is performed is 8-4 and that was to avoid a coin on the pipe-jump.
So any attempts to perform this category using speedrunning techniques CAN and WILL reduce the overall time as shown in the video, HOWEVER, I do like to stress that there will be some areas in the game where you will have to sacrifice time and speed for accuracy, so be careful.
Not mine, but I would like to see this run pushed as a potential category, and so I would like to start attempts at it. If I can get a somewhat official time so that I have a time to beat, that will be most helpful.
I can't jump backwards consistently, but I will give your script a spin.
Not submitting this officially for obvious reasons (I didn't complete the game), but I want to know by the community how well I did for a first time speed running the game. Any advice will be received.
I'm relatively new to speed running the game, and I have heard a lot of talk about frame rules and how they influence the game, in particular, 8-2. I have heard Darbian explain it as if it were a bus leaving a station every 21 frames to go to the next level, but I don't really get that explanation.
Can I get a plain English definition of what frame rules are, and how they precisely influence the game?
My two poisons of choice are Super Mario Bros. and Mike Tyson's Punch-Out!! for the NES for now. Just trying to get my groove here.