![]() ![]() I’m not sure if this would qualify as “forgoes time-saving damage” since I do still damage boost in a few places and “speed/entertainment tradeoffs” already describes it pretty well.ĭifficulty Differences Starting number of bombs is easily the most significant difference, with Easy providing 3, Normal 1, and Hard 0 for each character. Taking that extra damage arbitrarily from an enemy would potentially detract from entertainment while only providing a small speed benefit in a non-skill-based area of the game. As such, this aspect of the run is not as fast as it could be, but I felt the alternative was less ideal overall. Unfortunately, the available means of self-inflicted damage (Super Dash, falling off an edge, etc.) and the sum of practical damage boosting result in only being able to get down to one full heart by the end of most stages. There is a health bonus which counts down through each half heart at 16 frames each. This may not sound like it’s worth mentioning in and of itself, but in the interest of full disclosure, it does come with a minor drawback at the end of each stage. ![]() ![]() Finally, I avoid any non-self-inflicted damage that doesn’t provide practical gains in progress speed or entertainment. ![]()
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