Bugdom: Personal Standards
My last brief session brought me through to the second segment of level 4, a largish open area where you learn to ride dragonflies, and into the third segment, where you use your new-gained skills in a sort of entomological version of the Death Star trench run. (Unlike Luke, you can dismount at any time, but the territory is dangerous enough to make this a bad idea.) If I can get through this, I’ll be into terra incognita.
Actually, I have a feeling that I managed to reach level 5 at least once back in the old days, but didn’t save my progress, because I was unsatisfied with my completion of level 4. Which leads to the question: just how perfectionist do I want to be here?
Every level has scattered collectibles. First, there are the captive ladybugs, trapped in cages made of spiderweb. The only benefit for rescuing them is bonus points at the end of the level, and I’m basically ignoring that, but nonetheless, my feeling is that leaving a ladybug unrescued is unacceptable. Not just for plot reasons, either: each ladybug represents a highly-visible optional challenge. Leaving some of them alone means failing to experience some of the game content. Furthermore, when the game counts up bonus points, it makes it very clear just how many ladybugs you left behind, so there’s a scold factor as well.
The other collectibles are all contained in abundant and identical nutshells, which you have to kick open to find out what’s inside them. Sometimes it’ll be a health item or power-up or extra life, sometimes it’ll be an enemy that attacks you if you don’t move quickly (which is particularly annoying if you’re facing forward at the time, because the avatar blocks your view of what’s happening), but usually it’s a clover, which is simply more points. Now, there are three colors of clover: green, blue, and gold. There are exactly four blue clovers on every level. There are exactly four gold clovers in the entire game. Completing these collections seems like a goal worth pursuing. But green clovers are just filler. Their number varies from level to level, and you’re not given any information about how many you missed, so clearly the game designers don’t want me worrying about it.
Lives, now. This is arguably a game that doesn’t really benefit from limiting the number of times you can die, but it does it anyway. The game lets you save your progress permanently only between levels, so whenever you save, you’re effectively declaring that you think you can pass the next level with as many lives as you have at that moment. You can have only up to three lives in reserve, so picking up more than that is a waste. Furthermore, I’d say that entering a level with the full amount is also a waste, because the levels seem to generally let you pick one up close to the beginning. Also, if you’re nearing the end of a level with full lives, and suddenly get killed by something you weren’t expecting, the absolute perfectionist would have no choice but to start the entire level over. And levels are long enough that I don’t want to have to do that. But I do want to enter each level no more than one life down, if I can.
I may well lower my standards as I get further into the game, but right now, this is what I’m shooting for. And honestly, it doesn’t seem so far like it adds much to the difficulty of the game. I want to kick most of the nuts anyway, in the hope of finding an extra life once in a while.