Before being added as a mod, I suggested to add a column for low% runs (no-powerups) like it's been done in SMG2 for banktoads. I guess your idea is more complete, I agree with you. Still, reserve items drastically change Ils themselves. Should we have: Fire Flower; Fire Flower in Reserve Fire Flower; Blue Shell in reserve ecc... ?
I would like to see a column added for the power up that you started the level with, and another column that has the reserve. Something like this, if it makes sense:
Power Up: None Mushroom Flower Shell Mini
Reserve (If activated): None Mushroom Flower Shell Mini Mega
Where clicking on either "Power Up" or clicking on "Reserve (If activated)" makes the drop down menu with the other options below them.
I think powerups are a good idea but having a reserve would complicate things way too much. I think we should pick a powerup and stick to it.
Having powerups w/o reserves is just half of it and having two columns would be too much maybe. I'll probably try with both.
Also, fastest powerups change a lot, I guess we couldn't really stick to a powerup for every level, even deciding level per level wouldn't be that good.
There really wouldn't be many levels that am extra rserve would really change. Here is what I thought of on the top of my head:
4-Castle (mini-mega or fire) (NOTE: This needs testing. The goomba's death animation takes longer when you stomp to kill him vs fire) 5-Ghosthouse: (Fire-Mini) 6-castle (x-mega) 7-2 (mini-mushroom/fireflower) 7-4 (x-mega) (secret exit) 8-2 (Shell-Mini) (NOTE: Needs testing)
Also what's the point of having reserves if we can have a "mini mario" run that just immediately reserves to fireflower?
Earlier today, Twitch has that they are "implementing a 100 hour storage limit for Highlights & Uploads starting 4/19." There is a 2 month grace period for people with highlights on their channel to be able to download their highlig