For Super Meat Boy? Because I'm pretty sure by grabbing one of the easy warpzones or a few easy bandages you can save time on later levels with the extra characters.
Thanks Flip. The discussion was actually continued in the NG thread and folks came to the conclusion that getting ninpo or points jars was okay, but NOT power-ups even if you never use them (which I kinda disagree with but it is not something to argue over too much).
Shadow of the Colossus has fruit and lizards scattered around that increase max hp and max stamina. There are also 8 items that can be unlocked by beating all the time attacks. So 100% would be getting all fruits/lizards and time attack items. Low% would be the same as any%, which is no fruits/lizards/time attack items.
hello guys!!ive been wondering about the definition of 100% of megaman legends/64 What is the definition on 100%? -all holes and chests copened,subquests done,all items? -or only all items and subquests? because all items skip money holes and chests
also i suppose you can't steal the money on the robbery subquest
Oddword: Stranger's Wrath 100% definition - all money & items that are able to be picked up/found/collected without having to hurt a Clukker + buying all of the General Store and Black Market items, getting all the ammo upgrades, and capturing all bounties.
A note about this, any Ending beyond A requires going through a sort of NG+ that starts you 2/3 of the way through the game, so any 100% run is necessarily segmented. It is roughly equivalent with Ending C (you do one dialog decision to pick between them), but the game's story regards Ending D as the "correct" ending, so that is what I'm calling 100%. All weapons is a requirement to unlock Ending C/D, but it doesn't hurt to include it in the description.
Something else is important to note, however: Viewing Ending D erases your save files. All of them. This also means that there is no final in-game clock to go off of, so the last segment would have to be manually timed or the runner would have to bring up the status menu to show the current in-game time after the final boss. Ending C still lets you save after the credits, so it might be better for the purposes of timing, but I'm not sure if these technical issues warrant a change in the 100% definition.
I wanted to ask about this, since it's been raised a few times quite a few months ago, but left to hang: What would the definition of 100% main mode in Kirby's Return to Dreamland be? So far, it's been generally (but not unanimously) been agreed that 100% SDA should be the in-game definition, meaning clear the game, collect all 120 energy spheres, and clear all the challenge rooms (regardless of score. Let me repeat. regardless of score, aka this is not going to be an inferior SS IL-ish table of platinum-medals, but completely different routes, collecting nothing and only aiming to finish the challenge rooms ASAP). However, a few people also argue that the 100% SDA definition should not include the challenge rooms, and thus be 93% in-game and refer to Kirby's Dreamland 3 as an example of not 100% in-game due to having to clear irrelevant minigames to attain 100% in-game.
To my understanding, KD3 was ruled that way because the minigames were all long, boring and dislodged from the actual gameplay in such a way that it didn't make sense in a run. Judging from the discussion you've had, it seems that the challenge rooms in KRtD work differently as they are incorporated in the actual game world and actually are playable. There doesn't seem to exist enough valid reasons to make an exception for this game, so game-defined 100% would be the way to go.
100% would be all spells, sword techniques, quest items (candle, glove, raft, boots, flute, cross, magic key, hammer), and heart and magic containers.
8-8-8, individual keys, link dolls, and static point bags/red jars would not be required. You can fairy through doors (and in fact, must if you don't want to get rejected). Up+A and without would be separate categories within 100%.