
Immediately rolling lets you roll straight to the barrel without losing much height or speed. Simple jumping and getting into the warp barrel. Presumably this is because when you unduck your height might be "reset"(needs better wording) and the game will only consider how high you were starting from the moment you unduck, and since you unduck right before hitting the goal, it won't hit the event. The ending abuses a duck while falling and then unducking in the middle of the air, which let's you hit the goal without triggering the long boombox event. Doing this gives you more speed when going back to the right because the game has to push you harder to bring you to the intended spot, which sometimes saves a frame.

At the end of the stage, you want to hit the goal as far left as possible. You will want to hold the B button as soon as the speed reaches 676 or 656 (it won't make a difference). When you jump, as well, you want to avoid holding the B button, because as soon as you hold the B button in the air, your speed snaps to 656, while if you delay holding the B button, your speed will gradually decrease to 400. This means that rolling patterns compared to the SNES version will be completely different in almost all the stages. What you will immediately notice, is that you can continuously roll without any loss of speed. I could not find any other viable method to manipulate RNG, so this was all we could do. Delaying the first roll here affects the RNG, and ~5 frames were sacrificed to manipulate the egg.

Right off the bat, we manipulate RNG for the first boss in this stage. Unit is subpixel/frame, listing two speed as "natural max speed (acceleration)" for each boxesġ404 for a frame then snaps to constant 896Īcceleraton is always 60/frame until it reaches the number it wants to reach.ġ138 for a frame then snaps to a constant 640Ĩ96 (goes to max on next frame after charge)Ħ40 (goes to max ten frames after press B)ġ280 (goes to max on next frame after charge)
