1-Up!
Note if you want to contribute to this thread: It's not meant to be used as a place to discuss what you want a 100% definition to be. That can go in game-specific threads. The idea is to compile existing definitions into one place. So please don't stump for anything. Look at other games and try to go with established conventions. If I find out later you were making stuff up, I'm naturally not going to trust you in the future.
Keep in mind that low% and 100% don't make sense for every game.
When stating the definition, try to do it as elegantly as possible. For instance, don't include beating all the bosses if that's required anyway. Best case scenario is that the game itself defines the % (i.e. actually says 78%). Next best would be best ending. Then if there's an obvious thing to track (like stars in Mario 64), go with that. The idea is to think about what the developers would have included.
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I'm kinda hesitant about opening this thread since I'd rather hear suggestions after debate for any game has been more or less finalized in the appropriate threads, but I think it'd be useful so here goes. If something is crossed out, that means a current run has it, but I don't think a future run should bother. Don't worry, an obsoleting run must demonstrate better play even if this were not true.
These lists is not just for runs already on SDA. If you can think of existing definitions where the run never materialized, post them and link to any previous relevant posts. Also if you have any suggestions about current definitions, post them as well. Note that we're looking to cut down on some of the unruly "laundry list" 100% definitions. Things like expendable items, levels, etc will never need to be maxed out. For the rationale behind SDA and 100%, please read the next post.
Please help me get rid of redundancies! What I mean is, let's say to get 100% of A, you also need 100% of B. There would be no need to list 100% of B when A is enough. If you don't think that sounds very complete, realize the list isn't going to be complete in the first place. You need to do things like beating the final boss, starting a new game, breathing, that we don't list. We want to keep things as simple as possible.
A particularly weird series is post-SOTN Castlevania. The games themselves define % as map completion, yet somehow that's not what we currently use for 100%.
Taken from an earlier post:
Keep in mind that low% and 100% don't make sense for every game.
When stating the definition, try to do it as elegantly as possible. For instance, don't include beating all the bosses if that's required anyway. Best case scenario is that the game itself defines the % (i.e. actually says 78%). Next best would be best ending. Then if there's an obvious thing to track (like stars in Mario 64), go with that. The idea is to think about what the developers would have included.
-------------------------------------------
I'm kinda hesitant about opening this thread since I'd rather hear suggestions after debate for any game has been more or less finalized in the appropriate threads, but I think it'd be useful so here goes. If something is crossed out, that means a current run has it, but I don't think a future run should bother. Don't worry, an obsoleting run must demonstrate better play even if this were not true.
These lists is not just for runs already on SDA. If you can think of existing definitions where the run never materialized, post them and link to any previous relevant posts. Also if you have any suggestions about current definitions, post them as well. Note that we're looking to cut down on some of the unruly "laundry list" 100% definitions. Things like expendable items, levels, etc will never need to be maxed out. For the rationale behind SDA and 100%, please read the next post.
Please help me get rid of redundancies! What I mean is, let's say to get 100% of A, you also need 100% of B. There would be no need to list 100% of B when A is enough. If you don't think that sounds very complete, realize the list isn't going to be complete in the first place. You need to do things like beating the final boss, starting a new game, breathing, that we don't list. We want to keep things as simple as possible.
A particularly weird series is post-SOTN Castlevania. The games themselves define % as map completion, yet somehow that's not what we currently use for 100%.
Taken from an earlier post:
Quote:
I see a lot of confusion about this everywhere. 100% is not 100% of all things, it's 100% of some thing(s). Think about it, please.
Even if you had your way, you wouldn't be getting 100% of everything. You would already be making some decisions not to include things. Do you think every single enemy should be killed at least once? Do you think every pixel of land should be stepped on? Do you think the game clock should be maxed out? That would make for a great speedrun! If you disagree with maxing out game clock, then you also agree that it's 100% of some things, just not necessarily the ones you want.
Now let's think more in detail about which things. Do you know why the 100% category exists? In some games like Metroid, the game itself tracks the percentages. There is no debate there. But people would like to make similar runs for games that don't define 100%, so for SDA we have to come up with definitions. Ideally, the definition we use would make sense, i.e. something that perhaps the developers themselves would have chosen.
Think about 100% categories included with different games. For Metroid, it's 100% items collected. If Super Metroid didn't track itself, some people would say "all items, all map completed, saving the animals, etc etc" when the developers themselves intended 100% items collected. You can go down the line and look at the % definitions for all sorts of games and see that 100% is defined almost always as 100% of something. I feel like 2-3 items is as much as you should ever have for a game, which is a compromise, since honestly I feel 1 item is the correct number really.
Even if you had your way, you wouldn't be getting 100% of everything. You would already be making some decisions not to include things. Do you think every single enemy should be killed at least once? Do you think every pixel of land should be stepped on? Do you think the game clock should be maxed out? That would make for a great speedrun! If you disagree with maxing out game clock, then you also agree that it's 100% of some things, just not necessarily the ones you want.
Now let's think more in detail about which things. Do you know why the 100% category exists? In some games like Metroid, the game itself tracks the percentages. There is no debate there. But people would like to make similar runs for games that don't define 100%, so for SDA we have to come up with definitions. Ideally, the definition we use would make sense, i.e. something that perhaps the developers themselves would have chosen.
Think about 100% categories included with different games. For Metroid, it's 100% items collected. If Super Metroid didn't track itself, some people would say "all items, all map completed, saving the animals, etc etc" when the developers themselves intended 100% items collected. You can go down the line and look at the % definitions for all sorts of games and see that 100% is defined almost always as 100% of something. I feel like 2-3 items is as much as you should ever have for a game, which is a compromise, since honestly I feel 1 item is the correct number really.
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