Nudua found out how to make the patterns of the bosses predictable by starting the game within a tight window. The info on how is found here: http://nudua.com/files/avenging-spirit-rng-manip.zip
I landed on something in midair: Maybe wall jumps are possible? There probably won't be much of a use for wall jumps in a run but I thought it was interesting.
What I found to be the easiest method to beat the Stage 2 boss: Whole holding forward: jump and attack, then mash attack until you land. Repeat.
Faster route for Stage 2: I haven't found a consistent route for the ghost, so this is a very risky way to save 2-3 seconds.
Agreed. The first two stages have frame rules, so it shouldn't be difficult to find a more accurate time.
Here's a way to damage boost over the gap above the first miniboss. I don't know enough about the game to see if this messes up the route at all, I just wanted to share it with people who actually run the game.
It's fairly easy to get that time, but improving it requires you to get good RNG in the final stage as well as perform one or more frame perfect tricks.
Go for it.
The strategies for the following levels are exactly the same as they are earlier in the run. I think the current end to the run is fine.
I'd like to be made a mod for Super Mario Bros. 2: http://www.speedrun.com/smb2 There have been some recent runs done that haven't been added, and I want to update it myself so the board doesn't seem out of date. I believe I should be qualified since I'm pretty active on Speedrun.com and have put loads of time into the game over the years.
Could you please add TurboGrafx-16/PC Engine, MSX, PC-98, and X68000 as well?
More consoles need to be added. My main issue is the lack of TurboGrafx-16/PC-Engine, but I'll list more systems with runs as I find them: TurboGrafx-16, PC-Engine (together) Virtual Boy Computers: MSX, PC-98, PC-FX, X68000, Amiga, Commodore 64, ZX Spectrum Original Game Boy (separate from GBC for some games, should be it's own system)