@periwinkle.
  @periwinkle.
periwinkle | Nemesis Challenge room 2 @periwinkle. | Uploaded May 2020 | Updated October 2024, 5 hours ago.
This barely even saves any time at all...like a half second at most. It's also pretty tight and not very fun at all to execute (and I botched the ending, but I don't feel like grinding for a cleaner run).

The reason I sometimes flash the inventory an additional time after unequipping the booster is because I want to be holding jump to get the maximum height from each upward boost, but if I hold jump out of the inventory right after unequipping the booster, then the game will continue consuming booster fuel even though I'm not actually boosting anymore. So, in those cases I pause-buffer a frame of "releasing" the booster before starting to hold jump again.


Some light modding was involved in the process of recording this video (but less than you might think). Don't worry about it ;)
Nemesis Challenge room 2(37:09) Cave Story+ (Switch) Best Ending, Normal speedrunSpike% (Switch, Hard) in 5.933s[TAS] Super Mario Bros. glitchless in 5:05.763 (5:02.485 RTA timing)(1219) Cave Story+ Nemesis Challenge speedrun[TAS] Cave Story+ (PC) Spike% in 13.164s (10.973s RTA timing)(6024) Cave Story+ (PC) Boss Attack speedrun(1:03:44) Cave Story+ (PC) Best Ending, Hard speedrun[TAS] Cave Story+ Machine Gun Challenge (no Booster unequips) in 1148Spike% (Switch, Normal) in 5.917sRough Drafts: Super Mario Bros. warpless, glitchless TAS in 18:59.540 (18:56.262 RTA timing)Grasstown Missile Route Comparison

Nemesis Challenge room 2 @periwinkle.

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