In-game timer (IGT) pauses when all enemies on a screen have been defeated. As such Real Time has more optimizations to make for movement and screen positioning. In-game time is only obtainable to a player on a deathless run. TNWOA has built-in leaderboards and time attack for in-game time. These boards are split between consoles, but not region. Some of them are highly competitive.
The game has short load times between levels but I'm considering this insignificant enough to not be taken into account at this point. IGT is easily obtainable from any video and avoids load time issues.
Because of these features runs with either timing method are accepted but Real Time has priority over IGT if both were recorded.
Feel free to discuss if you think timing should be handled differently.
a Virtual-On series group was created here:https://www.speedrun.com/cyber_troopers_virtual-on
It has the others, can VOOT be added too? Apparently need global/super moderator, not sure.
There's a glitch allowing infinite use of grenades or EMPs basically meaning enemies have no chance of doing anything in combat if you use it properly. Similar to the IFG glitch in Bayonetta: , , etc.
This is a pretty dead speedgame at the moment but I'd assume everyone agrees runs with that major glitch shouldn't be compared to normal ones in the future. The glitch isn't common knowledge because all players who know about it banned themselves from using it in any kind of runs (the method is still painfully obvious though..)
A japanese player on nicovideo completed a run of God Hard (no DLC, no IGG) in 2:29:03 a couple months ago: http://www.nicovideo.jp/mylist/54992499 split parts because nico is like that. Run without commentary is on another playlist. Godhard can definitely be speedrunned if someone gets into it and that run is massively improvable.
That runner also found a major autoscroller skip saving about 2min & I found a couple smaller ones with the same glitch after.