No-Damage Run: Difference between revisions

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m (Looney Toons moved page No Damage Run to No-Damage Run: adding proper punctuation)
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Many tool-assisted [[Speed Run]]s are also No Damage Runs, since the player can control the character precisely and manipulate random events in his favor. 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]].
 
A variation common among [[Shmup|Shoot-em-ups'Em Up]]s in particular is the 1CC, or "1 Credit Clear", meaning that the game is completed without continuing (dying is still permissible). Given that Shoot-em-ups will often provide the player with infinite continues, most fans agree that to claim to have beaten a shmupShoot'Em Up requires a No Continue Run. A No Death Run (aka 1LC, "1 Life Clear") is even more impressive, especially considering that most Shoot-em-ups'Em Ups have the player as a [[One-Hit-Point Wonder]].
 
Still another variant, especially used among the ''[[Doom (series)|Doom]]'' community, is the "Maximum Minimum Health" run, where the player attempts the level on [[Idiosyncratic Difficulty Levels|"Ultra-Violence" or "Nightmare" mode]]. Their score is the lowest health they had at any point in the level, or, if they didn't take any damage, their final health at the end of the level.