On April seventh, 2021 speed running history was made.
Oh my god,
Supermier Brothers was completed in four minutes and 54.948 seconds by Nifsky.
In the past, when assessing the Supermier Brothers speed, one's future, one could always dream that one day the next second barrier could be broken. Well, not this time.
Four, fifty four is the perfect speed run.
At first glance, you may wonder if this speed run is legitimate, why is it impressive, and why for fifty four is the final second break ever for this game?
Let's answer all of those questions and more. This is the Supermier Brothers world record speed one explained.
Also nice frame rule, by the way, first of all, let's address the obvious. Niftsky is playing on an emulator with a keyboard.
While this might not be the case for every game, supermeier Brothers emulation is accurate enough to be functionally indistinguishable from the NS and the Fannicum.
So while it's generally encouraged to play an original hardware, and while historically most up level runners have opted for the NS or the family come, speed runs and emulators are fully Legitimate.
Benefit from no advantage whatsoever.
In fact, this is not the first time the world record was performed in an emulator.
Also, the use of a keyboard is allowed, so long as its configuration doesn't provide any advantage over official controllers.
Specifically, left and right cannot be pressed at the same time on an original and modified controller, so this combination of keys is disabled.
Also, buttons are bound to keys by objectively, which is to say each button is bound to a single key, in vice versa.
Finally, no unofficial feature like a turbo button can be used.
This speed, one follows all the guidelines set by the Supermier brothers, speed on in community moderators, so it is officially recognized as the world record.
You may wonder why he waits on the title screen. This will make sense later.
m o n o n
Uh,
Thanks, I get like weird Champ, four, four.
This is the first major trick of the run, the flag, boglich, normally, the flag has to go down before Mario jumps off, but this trick skips that animation.
The flag comes down until it reaches this point. But an alternate condition was also programmed, although never used a normal play.
If Mario reaches this height, the flag also stops moving down, and Mario jumps off the pole.
The flagbulb base prevents that one from happening, so no matter where you grab the pole from the flag will go all the way down.
However, by clipping inside of it, it's possible to touch the flag bowl and meet the alternate condition to stop the fly from going down at the same time, which typically saves about twenty frames.
Since the game runs at just about sixty frames per second, this is a time save of one third of a second, but how can Mario clip inside of the Flag bowl Base.
This happens because of the way the game handles wall collisions. Let's run through it step by step, which starts all the way back here.
For the Flagbook Lits to work, mario's position needs to be within a very precise range, that's about a quarter of a pixel wide.
Coming in from the pipe at full speed does not yield the correct position. So this precise setup is used.
Land on the first pixel of the step with be released, press, bew and landing and jump exactly two frames later.
When Mario runs into a wall for one frame, he will actually run into the wall, then his speed is set to zero, and he's pushed back outside of the wall.
Mario stop speed is exactly pixels per frame, which means he moves by two pixels in one frame and three pixels on the next.
Because his position was carefully set up, he enters a flagwell base by three pixels. When that happens, the game has a harder time figuring out which direction is out of the Wall.
To solve this problem, it simply takes Mario speed and bushes him the other way.
But here Niftsky taps left, so Mario enters the wall by three pixels, then had speed to set to zero.
On the next frame, mario first acceleraries, which gives him a very small amount of speed to the left, but not enough to move by a pixel, so he still three pixels In.
Then, because the game isn't sure which direction is out of the wall, it looks at Mario speed and sees that he's moving left, so it assumes that he ran into the wall from the right.
And pushes him to the right, pulling him further inside of the wall.
The push is much larger than his speed to the left, so the result is a net movement to the right.
In total, because he has to slow down on the stairs to set up his position, flagbuglits saves fifteen frames over jumping directly to the top of the flag bowl.
But by doing this trick, nifsky actually puts himself twenty one frames ahead of another wise, perfect, one Dash one, where does the extra time come from?
You guessed it, it's time to talk about frame rules. The game uses many different timers to regulate all sorts of systems.
There are short timers for animations, the in game timer, or even air bubbles when underwater.
And there are long timers, like for the lifespan of a multicoined block, the time remaining on the star, the invincibly de perioded after taking damage, or the length of a black screen between levels.
While short timers ticked down on every frame, longtimers are all regulated through a global twenty one frame cycle.
Therefore, longtimers are always variable. Their length depends on the state of the global cycle when they were set.
Enemies also make use of long timers, like to delay for a cooper to wake up the time between podobujams or the time until the hammerbrow starts charging at Mario.
One of these enemies is the star flag, which sets the long timer at six when it's done coming out of the castle.
So the game will wait, however many frames are left in a global cycle, then five more complete cycles before going to the next level.
As a result, no matter when exactly Mario finishes the stage, the game will always trigger a level transition on a multiple of twenty one frames.
This is known as the twenty one frame rule, or simply the frame rule.
Also, one frame rule is used as a shorthand for a multiple of twenty one frames or zero point three five seconds.
Frame rules have deep ramifications in how Super Mire Brothers speed run at the top level.
They make the difference between the strategies that save time and the ones that don't.
They allow some leniency in execution in some parts, and brutally require absolute perfection in others.
It all depends on how many frames of leeway Mario has to make the fastest possible cycle.
In one dash, one, the magic number is three frames, which leaves a little bit of wiggle room for the underground section to be almost perfect, but not exactly perfect.
No, why.
I'm dreaming right?
I have to be dreaming in no way, they know I'm not dreaming right now, in no way.
What.
So we think that it's not the case.
How did Mario not die when he touched the per anniplant.
The reason is that quite simple, most enemies and supermire are withers, have rather small hit boxes, but piranha plants have some of the smallest.
It could be a mistake, but it is possibly an intentional feature made specifically to be more lenient towards the player.
Here, even though the sprites visually overlap, the hit boxes actually don't.
This trick is called the pipe clip in a way, it works similarly to the wall clip for Flightbo glitch. There are two key differences, though,
First Maya needs to jump lower than two blocks high, which can only be done at walking speed, and by tapping a for one single frame.
But since he's at walking speed, he can't get far enough into the wall in a single frame to be pulled in. Thankfully, there's one minute detail that allows it to be possible anyway.
When Mario jumps up to the platform, as long as he's moving upwards, the corner won't stop. His momentum.
This is specifically to let him keep his speed, even if he barely next a corner of a platform He jumps to, in this case, though, because Mario jumps so low he doesn't make it up onto the pipe.
As soon as he no longer has upwards momentum, the wall starts pushing him again, at which point Nifsky presses left to be pulled in.
This jump is a frame perfect, one, frame a tap, and Mario needs to be pulled in completely by the time he touches the ground.
When Mario is inside of the wall and standing on the block, the game will push him out unless he's fully inside.
In the case of flag Bo Glitch, this is dealt with by jumping immediately as Mario touches the ground, but in this case, jumping is not an option.
The extra airtime given by the jump arc lets him have enough time to be pulled in completely, with perfect positioning. Once Mario is fully inside the wall, he can actually run to the right. Normally.
Walls are made up of individual blocks that Mario can stand on when he comes out, though, he can't immediately go in the first pipe, because the war zone has not loaded Yet.
You can pause right now for a complete explanation of what happens if he does and why.
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The war zone is loaded as the screens grows far after the right, which is why he has to take this detour.
To make it back onto the pipe as fast as possible, mario hits this pipe to stop. His momentum, then accelerates backwards to the left.
In this game, mario accelerates faster in the direction opposite of which he's facing. So by facing right and moving left, he can save a significant amount of time.
Nifsky also wants to jump exactly on the same frame that he lands, so Mario doesn't have time to turn around.
But if you look closely, he jumps on the second frame yet. Mario doesn't turn around. This is because Nifsky presses both left and down.
This gives him a very specific advantage. While Maio is airborne, the downpress will do nothing, so he will accelerate to the left.
But when he lands on the ground, the down press is prioritized over the left input, and so the left press will do nothing.
So pressing down and left is a safety net that trades a little bit of speed for better acceleration.
Jumping late, still waste a couple of frames, but because there are about five frames of leeway to make the fastest possible frame rule, it doesn't end up costing any time.
Because of the extraditor to load the warp zone, this extremely difficult trick ends up saving only one single frame rule over the very easy alternative of going up and above.
Eight for twelve, that is 66% common.
But technically it's rounded to 67%, because sixty six stop, six, six, six, six, six,
Technically, it rounds a sixty seven percent, 1% more.
Let's go.
This flagbulb glitz works exactly the same as the 1/1 dash one, even down to the position setup.
Singer.
I'll remember the last time I un, ironically, by part.
I'm going to go.
This level has a lot to unpack first, the wrong warp. This pipe should normally take Mario to this coin, cash, but instead takes into the warp zone which the vine is supposed to do.
This is because when multiple sub worlds exist in the States, the game tracks which one to send, mar, you two based on the screen's position.
The point where the destination changes from the warp zone to the quaint gases. Here.
By moving Mario further to the right on the screen, the normal, it's possible to enter the pipe while the screen is still behind this point.
Which in turn saves the animation of the vine coming out on the other side, and saves a few seconds, moving Mario to the right is done with this wall clip.
When the game post Mario to the right due to the wall collision, it does so without moving the screen.
You can make Mario go all the way to the right edge of the screen this way, but since this is lower than running, nifsky wants to move the smallest possible amount, that's still enough to make the wrong mark work.
Finally, this part has more to it than meets the eye.
Hitting divine block is crucial because it prevents the plant in this bite from spawning. Supermere brothers can note up to six objects at once.
By the time the plant is to be loaded, the vine has not been unloaded yet, and there are six loaded objects.
So the plant is not loaded, and the pipe is free for Mario to go in.
But entering the pipe is no easy task, either.
The stream scrolls following Mario's movement, and when he goes down a pipe, the stream carries its momentum, which causes the rung warp to fail.
To avoid that, mario needs to come to a complete stop. First.
Because he's already just barely far enough for the right to allow for the wrong work to work. This leaves a tiny slice, only a few pixels white to come to a dead stop. On.
Once in the warp zone, the rest is fairly smooth, cruising.
Hitting the back wall seems slow, but it's actually just about the same speed as turning around as soon as possible, and much easier.
Three.
I've never been to the jet number.
I'm going.
p r e s
Singer.
Let's go again. Right at the start of the level is a fast acceleration.
Because Mario acceleraries faster backwards when done perfectly, it can be up to two frames faster to turn around and jump backwards. However, it's much easier said than done.
On the first frame of gaining control, you need to tap left for a single frame, then press nothing for one frame, and then press right and tap a for one single Frame.
You can't really jump any longer than that, because Mario can only go from walking speed to running speed if he's on the ground and be as held.
Jumping longer than a frame would cause Mario to be stuck at walking speed before landing, which goes against the purpose of accelerating faster.
To set up for this flag, bublich Nifsky had to tweak his position yet again.
But coincidentally, the eighth s, one frame rule happens to line up in such a way that the fastest way to be to level as zero frames. Despair.
The adjustment has to be so small that it doesn't move Mario enough to lose a single frame overgoing full speed throughout the level.
How small does it actually have to be, though, while Mario's position in speed are calculated down to a precision of one sixteenth of a pixel, a unit commonly called a sub Pixel.
When displaying Mario, some pixels are rounded down, but they're always kept track of behind the scenes.
In this case, nifsky needs to adjust his sub pixel position by two sub pixels, or one eighth of a pixel.
He does this by holding down, and right when landing, and then walking off from this bite.
So for the very short time that Mario is walking on the pipe, the right input is overridden by the down input, making him slow down ever so slightly.
However, because he jumped one frame later than he wanted to, he also lended one frame late on the pipe, so he slowed down by only one sub pixel instead of two.
This was a problem. He recognized what happened, and fixed it with the same method on this biller, which got him his second submixel of adjustment.
At the end, nisky needed to make a frame perfect, two frame jump, to land exactly in the right spot to perform Flagboblitch.
Usually it's possible to jump one frame late into the flag bowl and still get flag booklets to work, but in this case, doing so would cause him to lose the frame Rules.
So this jump has to be frame perfect as well.
There's no understating just how difficult this frame rule is to save.
The sheer precision and complete lack of a margin forever makes this level absolutely brutal to complete as fast as he did.
Two for three of plate one. What is it going on.
Sausage.
Singer.
Uh,
m e r n I a l
This is called the Bullet Bill Glitch, and here's how it works.
The level ending sequence has three parts. First the flag goes down until one of the two conditions are met.
Then Mario jumps off the flag bowl and walks until he hits a solid block, usually this one.
When he does, he slept at a background layer, which makes him disappear behind the castle. And the remaining time starts ticking down for points.
Finally, the star flag comes out and counts six frame rules before transitioning to the next level.
With the bullet, big Litch, mario ends up inside the flag bowl base, because he's moving upwards, thanks to the same Torna mechanic as before.
He's high enough to test a flag pole and start the ending sequence, but not enough to snap up onto the block.
Once he no longer has upwards momentum, he hits the block and gets subjected to the left.
But also, because he hit a solid block, this immediately triggers a third phase of the ending sequence, skipping not only the flag going down, but also the walk to the castle. In saving two and a half seconds.
A regular jump is way too high for this, so that's why it has to be done by bouncing off an enemy. Instead.
The wait for the bullet to reach the flagpole cuts into the time save, so the actual gain is three frame rules or seconds over finishing the level, normally.
Now those of you familiar with these speedrons know all about this glitch already.
But this time it's actually different. This version of the bullet, biglitch is one frame rule faster than what has been done for seven years, and here's how it's done.
The bullet launcher fires at random intervals, but as it turns out, these intervals are not truly random.
In short, the game runs a recursive random number generation function on every frame that always starts with the same input from power run.
This in turn makes it go through the same sequence of numbers in the same order every time.
So if an event costs for a random number to decide its outcome, it can be controlled by manipulating which frame the event happens on.
In this case, though that's not enough, the cannon fires based on a timer that caused a random number for each open slot in the first three enemy slots.
There are ways to change which ones of these thoughts are open without slowing down.
So by loading the bullet bill launcher on a specific frame, and by manipulating the enemy slots, it's possible to get the launcher to fire a bullet to the right as early as possible.
Remember when Nifsky waited for an extra second on the title screen?
This is why in Supermier Brothers speed runs, timing officially starts on the frame where the time appears at the start of one dash, one.
Starting to run exactly seconds after the game was powered on, sets up the random number generation perfectly.
But now that he gets suitable, it belongs on a specific frame. He also needs to set up the enemy slots correctly.
This is done by doing a high jump on this step to prevent Latitude from throwing a spiny.
The following cooper will load in its place, then stomping this cooper makes it turn around and start moving to the right, which makes it unload later that it would have otherwise.
After that, nifsky avoids every other enemy in this stage.
This manipulation sets up the random number, and the enemy slots perfectly so that the canon fires exactly what it needs to.
Another element that makes this extra frame real possible is this pipe jump.
Mario lands on the first pixel of the block, and two frame, perfect jumps make it possible to get past the pipe with almost no slow down at all.
But all of this still isn't enough. The final detail that makes all of this work is the way he bounces on the bullet bill.
Older methods used to bounce on the middle of the bullet, but here that would end up being too slow to get the fastest frame roll.
Instead, nifsky has to touch the bullet on the very front as early as possible Here. You can see that Mario goes through the bullet before stumping on it.
This is because the game only handles collisions with objects. Every other frame on this frame, the collision is not being checked on the next frame, mario stumps of the bullet Bill.
For a bullet baglet to work, mario needs to stump on the bullet on the second frame, so to not grab the flag pole.
This frame parody issue called the Quaintos, used to cause half of bully, bill Glitch attempts to fail, but it's actually no longer a problem here.
This entire level has zero frames, despair, so if the collision was handled on this frame, instead, that means it was already too slow to begin with.
On the other hand, this is why the setup had to be changed from a full jump from the middle of the stairs to a three frame jump from the top.
While both allow Mario to stump the bullet at the correct height, they do so on opposite frames, on any frame where the full jump succeeds, the three frame jump fails, and vice versa.
This simply happens to be one where it's the three frame jump that works.
As a final note, nifsky also needed to adjust his subjects of position by two subixels, which he did with two one frame laptops while waiting for the bullet.
Uh,
Latest sport.
Singer.
I
Singer.
Uh,
This level has a flagboglitz that looks the same as one does one in four dash one, but it's actually a bit different because of two problems, sub pixels and fireworks.
An amount of fireworks equal to the last digit of the remaining time will go off after beating a stage at four different values. One, three.
Six and of course zero.
Eight as three is the only level in the run where going full speed throughout lines up with the three or six and their time wasting fireworks, so Nifsky has to slow down its own point.
But he also needs to slow down in such a way that his subjects will position winds up correctly for flag privilege to work.
This frame, perfect jump is the key to both problems with the full jump exactly here. Mario lands on the pipe at this spot.
Then all Nifsky has to do is release B at some point before landing and press it again, once he's falling off.
This will slow Mario down to a walking speed, until he lands on the ground.
It slows him down the right amount to finish with the two forty two and set up his subjectsal position nicely for Flagbook, which.
In A, does four frame rules no longer dictate the base of the run, because time stops to admire, touches the X. Every frame counts from now on.
Come on, dude.
Stay calm.
This plant mysteriously disappeared. What happened? Well, eight as four is a maze level where you have to enter the correct pipes to move on.
Until you enter a pipe, each room loops infinitely by resetting itself once the screen reaches a certain point.
This unloads every enemy on stream, including piranha plants.
In the first room, the reset point happens to be ahead of the pipe you need to take, so the plant is unloaded just before Mario was about to get hit by It.
Singer.
This jump is frame perfect.
Niffs, he can't jump before leaving the pipe, because he needs to accelerate beyond the walking speed cap first, and he can't jump any later without bumping into the pipe.
This is a wall jump. We've already seen how Mario can end up inside of a wall and stand on a block.
If he's lined up correctly with the top of a block and he gets far enough into the wall, mario can stand for one single frame during which Nifsky jumps.
He also turns around to accelerate faster after the wall jump.
Certain other speed running Youtube told two million people, in counting that wall jumps are pixel perfect. That meant it had to be both a pixel perfect jump into the wall.
That's just a bag of lies as a way to be more forgiving towards the player. If Mario is about to land on a block, but it's just barely too low, he will snap up onto the block.
The vertical range to land on a block is four pixels. The horizontal range is one and a half pixels.
The furthest out where Mario can stand on the block is here.
In the context of a wall, that's two pixels inside, but Mario moves by two and a half pixels per frame, so he can be up to three pixels in.
If that happens, the window to jump is two frames instead of only one here, though Nifsky was only two pixels in, so the jump was frame perfect.
Singer.
This fast acceleration works the same as in a dash one, but it hasn't added benefit.
Normally, when coming out of the pipe, mario doesn't have enough time to reach running speed before he has to jump off, so he's forced to keep walking speed until he lands Here.
With a fasts acceleration, he's able to reach running speed on the pipe, instead, which saves up to five frames instead of only two.
Then he turns around and enters this pipe, instead of jumping across the correct one,
The way this works is the inverse of the forecastu rungwork, but it's essentially the same. The room Mario will be sent to when entering a pipe is updated when the screen reaches this point.
It's faster to scroll the screen this far, then turn around and go back into despite than it is to keep going and enter the intended pipe. So that's what Nifsky does.
He actually makes the screens grow one pixel further than the absolute minimum required to go to the water section, which costs a couple of frames.
But if he had been one pixel short, instead, the whole run would have been ruined. So while he tried to aim for the pixel, perfect turn around, it's better to air on the side of caution. Here.
Singer.
u n d e r e
India, think for this part Nisky holds downright.
While Mario is the right input is prioritize, and when he touches the ground, it's overridden by the down press.
But why, the reason, it is quite simple. When Mario is on the ground under water, he slows down to walking speed when holding right, and he gradually comes to a stop when holding nothing.
Because he slows down instantly when holding right, when touching the ground for short spans, it's faster to hold down and write than it is to simply hold right.
He also has to lend in front of the pipe, otherwise he risks losing six frames or more.
Holy cow, wait, what enough.
Oh my God, yes, yes, what's oh my God.
Oh my god,
Despite what his manually activated timer says, the final time of this run is.
The final time is calculated without the shadow of a doubt, thanks to bowser's hammer patterns.
Like every other random event in this game, balzers, hammers are dictated by the random number generation function, which produces predictable outcomes based on the current frame.
The pattern can be further manipulated by hitting the hammerbrow early, late or not at all.
Nifsky knew what sort of patterns to expect, so he purposely let the hammer rule live to get an easier bowser pattern to deal with.
A comprehensive list of buzzer patterns was made for every possible frame for a rain spanning over five minutes.
To achieve this time, nifsky stood on the shoulders of the giants that came before him.
Baby.
That was it, I cannot believe it.
Who went, oh, that was my first run ever.
Four, fifty five there it is. Oh my gosh, is it record.
Yes, world record, world record, world record. I'm actually not even talking off that mountain.
He set a time that only two years ago was considered nearly impossible, but there's one question left to answer, why is this speed run perfect?
The answer is very simple, it's not perfect.
Nonetheless, it can still be said with near 100% confidence that Four Fifty four is the final destination of Super mire Brother Speed ones.
Four fifty three is almost undoubtedly impossible to achieve without somehow making a major discovery in the game that's been turned inside out for decades.
We know this because if two assisted speed runs, if you don't know what the task is, please give this video a watch.
Two assisted speed runs are often mislabeled as the perfect speed run, when they most often are not.
In the case of Super myer Brothers, though the tasks very well might be the fastest play through of the game that is physically possible.
It clocks in at 4:54 point, two, six, five. Now let's see what little time is left to be saved between the pinnacle of human achievement and absolute perfection.
How much can each level be improved One does one. It can't one does two, no for this one.
A dash one, nope, a dash two, nope, a dash three, perfect as well.
This leaves two levels, four dashtoo and eight dash, four in four. Dashtoo. The task is one frame rule faster than Nifsky's run.
It does so thanks to the age old bomb strategy.
When Mario bumps into a block, the screen stops scrolling for longer than Mario stops moving.
This allows Mario to offset his position to the right by about seven to ten pixels on each bump.
For the wrong warp to work, mario needs to be off by a minimum of twenty pixels from his regular screen position, which leaves a single pixel to stop on the pipe and go to the warp zone.
The task gets two ten pixel bumps and manages to reach the world eight pipe with five frames. Despair,
But there are multiple issues that prevent this from being achievable by humans. First, the task does fast accelerations everywhere.
Once at the start, once after each bump, 2/1 row in the warp zone, and one more on the pipes.
Also, the walking speed trick is used in two places.
When Mario lands from a jump, and B is not being held, he will slow down to walking speed instantly, instead of the gradual deceleration from releasing right or holding left.
This trick is already being used in a common flag booklet setup, as well as the eighth as three slow down to avoid fireworks.
It can also be used on this pipe, the fastest way to stop or to change direction is to release, be in land, then press left.
The task combined this trick with subjects of manipulation to enter the pipe with the speed of thirteen sub pixels per frame without scrolling the screen. In order to minimize the time spent slowing down.
Finally, with one more walking speed, trick subjects of manipulation and fast acceleration, this turned around alone is faster by four frames over the conventional method.
When combining everything, these ministial, additional time saves help shave off about eight or nine frames over what could realistically be performed by a human.
So with this strategy, humans come up just a little bit short.
There is, however, one alternate strategy that was recently developed, it requires a very rare, eleven pixel bump off the elevator platform.
The exact amount of displacement that a bump will give depends on many factors, such as Mario's position.
Subjects will position and speed, even down to the sixteenth of a subjects will per frame.
The wall will push Mario a variable amount based on his position, and he'll be able to move to the right quicker, if his subjects of position and speed are as high as possible.
If everything lines up perfectly, an eleven pigs will bump is possible.
By combining this unicorn bump with a left facing wall, jump off the side of thepipe for another nine pixel bump.
Pixel perfect stop to enter the warp zone, and a perfect, fast acceleration in the war zone for Dashtoo can be completed on the fastest possible frame rule with a single frame. Despair.
This is all theoretical, though, because while on paper, it could be humanly possible. It's doubtful that anyone would be able to pull it off.
It's impossible to understate just how incredibly precise and difficult.
Go home.
As it turns out, nifsky has done it once in practice, after thousands of attempts over half a year, don't get me wrong,
This is still orders of magnitude harder than any other frame rule in this game, but it is technically possible.
The walking speed trick has also been used with modest amounts of consistency as well. It could potentially hold the key to making this frame rule attainable in full game runs.
There are twenty frames left to match the test. They can be found in eight as four.
Let's do a room by room breakdown of those frames in the first room, A double, fast acceleration saves six frames over Nisky.
The first one saves five, the second one saves one. Over the years, many people have practiced a task four by itself, trying to squeeze out every frame of time saves.
More recently, this practice has been even more refined down to isolating each room.
With this method of playing out a single room over and over, various runners have combined to master task in every single room, except for the first one.
Where five frames have been saved, but that sixth is still just out of reach, for now.
It's expected to be saved at some point in the near future.
When that happens, we will be able to say that if we divide up the game to have four deaths, two by itself and ate us four into each individual room.
Humans will have combined to create the perfect speed run over eight different segments, for now, though one frame is left to save in this room.
In the wall jump room, a fast acceleration can save two frames.
The Wal jump Nifsky did was optimal, but in order to get this optimal, waldom, he sacrificed one frame to set up his sub pixels correctly.
A perfect wall jump without this set up would save an additional frame for a total of three in this room.
In the turnaround room, two frames could be saved with the frame, perfect, fast acceleration.
On top of that, six additional frames could be saved with the frame, perfect turn around in fast acceleration to the left, which is possibly the second hardest time save in the run, after four Dash, two.
They combined for eight frames. In this room, the water room can be played, framed perfectly, somewhat easily, compared to the rest of the level.
Nifsky lost one frame to touching the ground a little more than is minimally required.
Finally, one more fast acceleration in the last room brings the total to twenty frames, nineteen of which have been saved in practice before.
And that's it beyond these 68/100 of a second, the Supermier Brother Speed one can no longer be improved.
As time goes on, this record will be broken.
But as a dashboard gets squeezed until its bone dry, each additional frame grows exponentially harder to save.
The era of breaking barriers and setting milestones has come to an end.
And yet somehow.
The chase for perfection continues.
Singer.
Singer Aaron.
Singer, the IM.
Singer, the singers.
And that's the point.