I'm having no luck yet finding consistency in it, but it seems like if you're at a certain location on the screen at the end of the top-down autoscrollers and pull down and shoot around at the end of the stage, it will sometimes skip the screen shake at the end. It happens on both NA and JP versions.
Anyone who has run this game has probably encountered the sudden death after the tablet cutscene on the final stage with Moby. It seems her hitbox gets shifted slightly forward when you walk off a ledge, but this doesn't happen if you jump off instead. If you jump off the 3 initial ledges at the beginning of the stage, Moby's hitbox remains far enough to the left that whatever is triggering that death doesn't happen (at least this is my experience running the game.) Just wanted to share for others to try.
Another nice thing about this is it also keeps her hitbox enough to the left that the first few enemies don't damage her at the start so the final stage becomes a little safer and more consistent.
Didn't seem like enough info to go into Guides but I wanted to share in case it helps others.

Hello. Recently did an any% run of the Colecovision port of this game. Was curious if a category could be added for Colecovision (maybe other platforms eventually) in case others found interest in it.
Hey, I noticed while running this game that when you finish a mode, 8 Planets for instance, it returns to the main menu and then increments to the next character/mode (16 Planets in this case). Thought it might be kinda neat to do an all 4 (8/16/24/32 Planets) back-to-back in one run where you just start the next game once it returns to the main menu.
Would the mods be interested in making that a new category?
I've been away from speedrunning for a while, so my apologies for the delayed response. I believe this is the Namco Arcade Archives for PS4 you're talking about, so this is actually a port of the arcade version. I would imagine you could submit a run to the Arcade category using the PS4 version, but I defer to FlannelKat on this one as she's primarily involved in the arcade version, and there may or may not be differences with this port.
Since I am currently de-rusting Mystic Quest, I just wanted to pop in here and give my story. I also am in possession of an FFMQ cart where the resistance glitch does not work.
Fortunately I have a second cart on hand where the resistance glitch does work. Both of these carts appear to be the version where you can press Start+Select in the menu and get a readout of your SNES chip data.
Very interesting as both copies have a ROM chip with "SNS-MQ-0" printed on them. I'm not familiar enough to know if this means both are v 1.0 carts, but I assume this is the case. The MOSEL chip below the ROM chip has a slightly different value printed on each cart, but this may just be manufacturer's serial numbers. Perhaps one of these carts is just cursed.
Also from the SDA Knowledge Base:
"The glasses are the only known item that can be taken multiple times from the inventory. Depending on what's been triggered in the game (based on taken items and events), you can reach an area of memory that can trigger certain events or allow you to reach items from different rooms."
In this case, being able to take the Glasses multiple times is a programming oversight, and the player is reaching pretty far outside of what the developers intended and mucking with memory by doing so.
My thoughts concerning the Sphinx and the Broom:
A glitch can be defined as a problem or oversight in code affecting the function of a program or otherwise producing results that were not intended by the developer.
The Sphinx in Shadowgate functions as follows (from the SDA Knowledge Base): "The riddle you'll receive from the sphinx is chosen from six items based on the frame you speak to the sphinx. This makes it incredibly difficult to reliably get a specific riddle; however, the current question remains the same until you speak to the sphinx while his question is marked as answered. You can answer the current question correctly multiple times. The default value is the broom. This means you can enter the Sphinx's room, present the broom, and pass the sphinx without triggering the question. "
Bearing the above definition of a glitch in mind, answering the Sphinx with the Broom without talking to him first isn't necessarily a glitch since he is functioning the way the developers intended at the code level. You're simply exploiting his behavior by not giving him a chance to randomize the correct answer.
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Concerning the opening the Star Map, I feel like this is just a question of hitboxes, with the Star Map's hitbox being just slightly larger/lower than the Star's, enabling you to click it without picking up the Star first.

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