
Startropics 2: Zoda's Revenge - Chapter 4 Dungeon 1 Perfect Run
Perfect Run conditions:
-No damage taken
-No secondary weapon usage unless deemed necessary
-No kills unless deemed necessary
The level was mercifully short with a blatant emphasis on platforming, even if the raft business was only briefly used--for reference, rafts don't have guard movement, so you have to be careful not to slip off of them. This will come to a head in the next level.
The only real hotspot was that Rattus bridge, which a non-scoring run isn't going to care about to begin with. Me, I have to hope RNG doesn't feel contrarian if I can't just jump at the corners; the Rattus baddies can just as easily turn on you in mid-jump because reaction then is virtually impossible. Get past that room, however, and there's virtually nothing left threatening a Perfect Run. The Owls being new have them suffocated by convenient terrain letting Mike attack them from the same altitude they don't bother to deviate from. It's funny how I am able to avoid getting hit when I move too close for comfort at one point, but I guess them's the brakes with shot velocity being still surprisingly better than that of Skyscraper Club in Kid Icarus Uprising.
Zoda-X Brain....is a reject. The ONLY threat to this is staying on a platform for too long....and well, failure to handle that well enough has ANYBODY lose the battle instantly. The brain's Zoda Spawn sends are sent so slowly in the same left-right-left-right never try to confuse you manner, that it might as well not be there.
...wait a minute. Zoda-X is still able to think without a brain and is able to run away? Also, why does Zoda-X need to run when Sherlock Holmes' profession is being a detective, not some combat-oriented task? Better yet, why does Sherlock Holmes think flanking Zoda-X is going to do anything? Granted, Sherlock Holmes doesn't have reason to expect Zoda to be a powerful enough alien, but you'd think a detective like him would take more precautionary measures.
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