With the newly added Hard Mode, which features 10 new levels I have added them to the Leaderboard. I also made a new Full-game category that adds the Base Levels + Hard Mode, give it a shot if you think you can handle it!
Link to Patch Notes: https://store.steampowered.com/news/app/1798600/view/3206007489925534270
In case people didn't know I just discovered (thanks to NotTommy1212 or NotDeath on Discord), that after any speed increase (i.e Corner Boost) if you Slide you will keep that speed for the entire Slide. Now the Slide eventually stops and goes to 300 u/s, but if you Jump before it ends and Slide in the air, you will land with the same speed as you had before, so you can keep the speed as long as you chain Slide > Jumps > Slides ...
Note: This is as long as you don't turn too sharply or you will obviously lose all your gained speed.
See my 0-1 run for how it looks like:
There were some concerns over abusing IGT (waiting for cycles and taking breaks). And also since we now have a nice "Next Level" keybind, it makes more sense to use RTA. I will keep In-game Time (IGT) for runs, in case we want to ever revert back to it, also it's nice to have visible regardless.
If there's any concern of this, feel free to let me know!
Since the level doesn't add any time when you Restart from the 2nd to 3rd phase, meaning you can retry and grind as long as you want until you get a perfect run on each phase. So theoretical a WR could end up being a 30 min video that is actually like 50-60s IGT.
I thought about it and it makes way more sense, even if it's a bit more annoying to time, it's more fair this way. I've also fixed all current Chapter runs and added their IGT instead of RTA.
With the newly added Hard Mode, which features 10 new levels I have added them to the Leaderboard. I also made a new Full-game category that adds the Base Levels + Hard Mode, give it a shot if you think you can handle it!
Link to Patch Notes: