Youplay a game and explore every nook and cranny, beat every hidden level, and complete every optional objective eagerly watching as the completion percentage climbs closer and closer to 100 percent. But for some games, even that isn't enough. Throughout the history of the medium, there have been numerous games with completion percentages that go above 100.
While this might not make sense mathematically, there are in fact several reasons why this might occur. Sometimes it is due to a bug or oversight that results in more content than the designers anticipated; other times, it is used deliberately to hide content from the player. Another possibility is that while the game was originally created with 100 percent in mind, but additional content was added later such as through DLC.
Completion percentage can also go above 100 percent through a new game plus run, and sometimes the game developers allow this for seemingly no real reason. This list will go over some of the more notable instances where this occurred.
Metroidvania entries in the Castlevania series are no stranger to having a completion percentage over 100%. For example, Castlevania: Symphony of the Night has a normal map percentage of 200.6 percent and up to 240 percent if glitches are exploited.
However, Castlevania: Portrait of Ruin brought this to a new level with a completion percentage of 1000%. This is due to the fact that Portrait of Ruin features a total of 10 maps to explore: the main castle and nine sub-areas, each of which can add up to 100 percent to the map completion total.
The mid to late 90s saw Rareware revitalize the Donkey Kong series with a series of highly successful games. Something that became a tradition in almost all of these games was completion percentage that goes over 100%. The first game to do this was the original Donkey Kong Country which had a completion percentage of 101 percent.
The sequel to one of the most influential video games of all time, DOOM II was largely more of the same as the original but with larger levels, a new weapon, and several new enemies. One of which, the Archvile, was capable of resurrecting fallen enemies. This is important because whenever a level is completed, the game normally tabulates completion for a given level based on how many secrets the player has uncovered, how many items they have collected, and how many enemies they have killed.
Usually, the kill percentage can only go up to 100%, but because this is based on the initial number of enemies in a level and because an enemy revived by an Archvile is considered an entirely new opponent, it is entirely possible to have kill percentages of over 100%. This is especially true in the final level, Icon of Sin. Due to the fact that new enemies are continually being spawned, it is not uncommon to have a kill completion percentage in the thousands.
After finishing every level with every collectible and gaining 100% completion, an extra secret level is unlocked called Gnasty's Loot. This level is overflowing with treasure and serves as a reward for those who went above and beyond when playing the game. After gaining all the collectibles of this final level completion percentage is increased up to 120%.
Another series that sometimes saw games that allowed players to go above 100% is Crash Bandicoot. The first one to implement this was Crash Bandicoot 3: Warped which has a completion counter that went up to 105%. The party game Crash Bash then had a completion percentage of 200%.
When Toys for Bob revived the series, they also brought this tradition into the newest Crash game: Crash Bandicoot 4: It's About Time. In this game, it is possible to get up to 106% completion, a feat that requires the player to collect every gem, flashback tape, and platinum relic.
The 1930s animation-inspired run-and-gun Cuphead could often be brutally hard, regularly requiring players to make dozens of attempts on each boss fight. It is, therefore, likely that many players breathed a sigh of relief when they finally completed everything that the game had to offer, and the completion percentage increased to 100%.
A game having over 100% completion can be due to a variety of factors; for example, additional content is added through DLC, or the game counts a new game plus run toward overall completion. One game that features both of these things is Batman: Arkham Knight.
The base game goes up to 200% after the player completes the new game plus mode. On top of that, there was also the added Season of Infamy DLC, which adds an additional 20% to the completion counter for each playthrough, boosting the overall total to 240%.
There are also a few instances of a game having completion of over 100% as a joke on the part of the developers. Take, for example, The Binding of Isaac: Afterbirth. This game doesn't ordinarily track completion percentage, but if the player collects and completes everything in the game, a completion percentage of 1001% is displayed on their save file. In Afterbirth Plus, this was changed to 1,000,000%.
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To assess any nonspecific effects of AT-1001 treatment a separate group of animals was trained to respond for food pellets. The same testing procedures were used as described above except these animals were given a 3-day rest period rather than catheter implantation surgery and allowed to respond for food pellets during the 1-h test sessions rather than nicotine. They underwent the same drug treatments as above.
All procedures were conducted in accordance with the National Institutes of Health guidelines for the Care and Use of Animals (2002) and were approved by the Institutional Animal Care and Use Committees.
The effect of AT-1001 on the number of responses was analyzed by repeated-measures ANOVA, with drug dose as the within-subjects factor. Significant main effects were further analyzed by paired t-tests, Bonferroni corrected for multiple comparisons. AT-1001 effects on nicotine self-administration and food-maintained responding were analyzed separately.
Considerable research has been conducted to determine the nAChR subunits involved in drug abuse and nicotine abuse in particular. The α4β2 nAChR is the most prevalent in brain tissue and it was demonstrated relatively early on that both the α4 and β2 subunits have a role in nicotine-seeking activity. β2 nAChR knockout mice do not self-administer nicotine, an activity that can be restored by viral vector-induced replacement of this subunit into the VTA (Maskos et al, 2005; Picciotto et al, 1998; Pons et al, 2008). Complementary experiments demonstrated that selective activation of a mutated α4 subunit that responds to lower nicotine concentrations, by low doses of nicotine that do not activate wild-type nAChR, is sufficient for nicotine-induced reward, as determined by CPP (Tapper et al, 2004). In addition, the clinically used medication for smoking cessation, varenicline, is a potent α4β2 nAChR partial agonist that decreases nicotine-induced increase in NAc dopamine, and attenuates nicotine self-administration (Rollema et al, 2007).
Determination of binding affinity of AT-1001 at a panel of various receptors and ion channels was generously provided by the National Institute of Mental Health's Psychoactive Drug Screening Program, Contract # HHSN-271-2008-00025-C (NIMH PDSP). The NIMH PDSP is directed by Bryan L Roth MD, PhD at the University of North Carolina at Chapel Hill and Project Officer Jamie Driscol at NIMH, Bethesda MD, USA. This research was supported by grants from the National Institute on Drug Abuse DA020811 (LT) and the UC Tobacco Related Diseases Research Program 18XT-0085 (FL).
As we all know The Binding Of Isaac is one of the most ludicrously offbeat titles on the market. With it's gross-yet-adorable aesthetics, challenging gameplay, and addictive gameplay, it's often held aloft as one of the tentpoles of the rogue-like genre.
It's also a title that treats its fans with a wild mix of respect and utter disdain, rewarding those that complete its harrowing challenges with harder and even more brutal runs but almost mocking them for doing so with pathetic items and humorous jabs. Yet nothing takes the piss quite so acutely as the games approach to breaking the boundaries of the 100% completion gimmick, as should the player complete EVERYTHING the game has to offer which will take literally HUNDREDS of hours, then the game will "reward" players with a 1001% completion save file icon.
Yet this is just the tip of the iceberg my friend, as the Afterbirth+ expansion made it so that if you went through and completed everything you'd get a One Million percent completion marker. AND YET THERE IS STILL MORE as if you managed to get one million percent completion on THREE SEPERATE save files, then the game would change this to read that you'd actually got THREE MILLION percent completion!
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