Slowest response ever! I'm not actively speed running anymore, but just checked in and saw this, thought it required a response in-case anyone in the future does decide to do full-game runs.
IGT is actually a really smart idea (I didn't even consider it for full game when I started, but makes perfect sense) Each level has it's own timer, accounts for deaths etc. I'd just add up all of the in-game times for each level to get a final IGT, that isn't affected by hardware differences/loading times.
For the four existing runs (five with 100%) that use real-time. It'd be easy enough to just watch their videos, add up the times for each level and edit in the IGT for each run. Just a little time consuming.
I wont make these changes now, since nobody is actively running full-game at the moment anyway. Plus it's been four years since I've played. Maybe there is an issue with using IGT that I haven't thought of, or have forgotten. I'll let someone whose played it more recently & with a fresh pair of eyes have a think about that.
If/When anyone decides to pick this game up seriously, I do think you should consider switching them all over. It means you'll have to do a little bit of work, but there's only five full runs total, so it's not entirely unreasonable...
Casually browsing on youtube I came across this video:
The glitch he encountered looked interesting, I decided to do a little experimenting. I attempted this many times using the spring pads in PHANTOM Express, it only reproduced for me twice out of the 200+ times I tried it.
In his video he seems to clip through the collision, which was not the case for me, as soon as I touched a wall I shot down to the floor.
Currently it does seem extremely difficult to pull off, and I am still not entirely sure what causes it. More investigation is needed.
Using UP + X after having used a spring will get you out of the ball animation, so you can use the ball attack again (side + X in the air) or prevent additional bounces when you land.
Useful in stages like Welcome To Zappo Land ()
Can I request a NG+ Any% category to be added to the main games categories. I plan on attempting a few of these runs soon, and would like somewhere to submit my times.
I think its a unique enough to be one of the main categories (rather than a misc. one). A run without having to worry about the PHANTOM point requirements for levels, so just the fastest completion of all stages.
Done on a save file that already has all levels unlocked/completed. Timing starts on the level select screen, upon selecting Stage 1: Battle For Shell City. All stages must be completed, in order. Timing ends on the last hit to the PHANTOM commander.
Few things of note so far:
The Tusk Attack. Pressing X (or whatever you have charge bound to) again whilst charging will use the tusk attack. This can be used to deal 2 damage instead of just 1. It will break the purple barriers in one hit, it will also flip tanks upside down so they can be killed much faster.
Water Refill Stations If you jump once you hit a refill station it will skip the animation for getting more water, this does however give you slightly less water than if you let the whole animation play out.