![]() Given that Shoot-em-ups will often provide the player with infinite continues, and that each credit has finite lives, most fans agree that to claim to have beaten a shmup requires a No Continue Run. You'd think it would be "most", but taking damage or even dying actually saves time in many games, thanks to Mercy Invincibility and the often-resulting knockback from taking damage which usually ends up being the fastest way to move or respawn points strewn across long travel distances, so they can be used for Sequence Breaking.Ī variation common among Shoot-em-ups in particular is the 1CC, or "1 Credit Clear", meaning that the game is completed without continuing (dying is still permissible). Many tool-assisted Speedruns are also No Damage Runs, since the player can control the character precisely and manipulate random events in his favor. This also boils down to making your run entirely of Flawless Victories. Some Nintendo Hard games required the player to perform No Damage Runs as a matter of course. This is also exceedingly difficult in the higher levels of Fighting Games (where someone is bound to hit you once with a weak punch) and First Person Shooters. ![]() For example, this is virtually impossible in most (at least turn-based) RPGs, due to Random Encounters and Scratch Damage. This usually requires a lot of experience with the game in question, and due to the randomness/unpredictability of many games it can be very challenging, if not impossible. ![]() ![]() A type of Self-Imposed Challenge or Challenge Run where the goal is to win with no damage, or at least no deaths (which is commonly referred to as "Hardcore Mode" and is sometimes directly supported as part of the game's coding). ![]()
0 Comments
Leave a Reply. |