Congrats to Chardcore for the Level 10 sub 1:30 run and using the same seed as I did. This confirms that Mesen behaves the same way as the console in the timing to set the seeds. Nestopia is also accurate as well. I found out that Bizhawk and Fceux each have entirely different seeds than the console. I couldn't even find the Level 10 and Kill a dragon seeds that I used on Console/Nestopia.
The levels after 5 seem random but can be manipulated to a specific order. To get a consistent level seed you have to input (start, A or B) at a specific window of time in the title screen (You can used a musical cue for timing). In my notes I found a total of 39 different seeds and they seem to be in about a half second window of time intervals. The last seed (I guess the default seed) you will get after the title screen/music plays out.
I can't confirm that the seeds we use for each category are the best but based on playing all the levels they likely are.
I mentioned in my comments that where you end up at the end of the level doesn't effect the times. Well that is wrong and I figured out why by reviewing some videos.
I'll break down two different 2-2 levels with one in which I finish mid-left and another that finished far-left edge.
Time from final enemy hit to character animation reaching center: Mid-left = 62 frames Far-left = 114 frames
Time from character reaching center to when music stops (when I split): Mid-left = 216 frames Far-left = 164 frames This means both are now at 278 frames total (hence why I thought they are the same) but then afterwards the mid-left will transition into level 2-3 faster.
Time from music ending to the end of the level (black screen): Mid-left = 106 Far -left = 158 That's 52 frames quicker. If I was at the center then is would be even faster.
TLDR: Get to the center at the end of the levels if possible in order to not lose time. It is up to a 2 second time loss finishing from far edge vs the center. This only applies in levels if all scenery is removed. Light scenery takes 1.5 seconds to fall giving you time to get back to the center.
I finally got around to making a tutorial for this game. I covered a slightly different route "Bomb Room Route" than the one i use in my current Any% record. Its what i used when starting the game out because it provides for leeway in inventory management and doesn't require some more advanced tricks.
It is also useful for beating the game as well since the game kinda forces you to speedrun it in order to have a chance to get through some of the rooms.
Cool to see a page for this.
The problem I had with this game is what to set as a category. Beating the game is impossible and setting a limit at 100 or 120? (whatever number it starts repeating again) is really long and i would never bother trying that.
Setting a shorter limit seems reasonable but it also feels arbitrary what room number to end at.
The only category i could come up with is -first dragon kill- (the mini bosses scattered through the game) At least there some sort of specific goal and accomplishment that isn't arbitrary. The only problem is the randomness of when you'll come across the dragon which is anywhere from around levels 9-14 usually.