![fceux 2.2.3 tas fceux 2.2.3 tas](https://www.retrostic.com/img/emulators/FCEUX-big.jpg)
It was important to find a route so I can jump as low as possible over those spikes.
![fceux 2.2.3 tas fceux 2.2.3 tas](https://www.t2e.pl/www/photo/201705/nintendo-8-fceux-ferrari-grand-prix-challenge.png)
It took a while to find a high but reliable X and its subpixel for the last screen. With different, but still a bit higher subpixels I had a lower subpixel value for the last long screen. DelayScroll won’t work because your subpixel rolls so you’re actually one pixel behind when you’re supposed to scroll. One might wonder why I didn’t use the remaining two item1s at all but there’s a simple reason it can gain me a bit more better subpixel for the first screen, around 0.2xx something but that’s where everything goes wrong. I also had to play Airman fight again and again when I ran tests on it. This needed a lot of testing because my options were limited. This is to manipulate Crashman's first item1 correctly together with the gate one. At the end of the stage, near the gate I intentionally shot item1 out. Other thing is that a good positioning is needed to kill the first air blower enemy off the map sooner. This was important step because when you jump off those large enemies your subpixels might be aligned badly so you have to make higher jumps and you'll just lose time in the process.
![fceux 2.2.3 tas fceux 2.2.3 tas](https://imag.malavida.com/mvimg/main-m/fceux-5389-3.jpg)
I made many different versions where I had a different X subpixel position for the last screen. I also played the last part of the screen at different subpixel positioning before executing a DelayScroll. I'm glad how I was able to perform item1 height manipulation as well. This is the stage that stopped my work for quite a while but we were able to figure things out.