> If you break all blocks before beating the dragon you've got to kill yourself to retry
How did this made it to the final release?
What, do you want the game to throw more blocks into the arena if you can't beat the boss with your limited ammo? You deserve to game over.
Now I suppose if you use up all the boxes the boss could do some very hard to dodge attack where it throws boxes at you. That would punish poor play while also preventing a fail state, but, uh, n-no, it's flawless! You casual!
The target is huge and it takes 3 hits to kill it, and yet this kind of thing wouldn't fly in a modern game. The dragon would sometimes hit the walls and drop more blocks or some shit, just in case
Personally, I much prefer the latter option for any game I play, especially since I play tabletop a lot. Never put the player in a lose state while he still has freedom of action, instead, keep making victory less and less likely until you overwhelm them.
Learned the lesson the hard way when my played were trying to bypass a deathtrap in an old castle while playing D&D. Thief stole all the gemstones instead of thinking on the puzzle presented beforehand (I had made a short writing that mentioned every gem (By color) the players weren't supposed to pull out by describing bad things that happened to those that did, metaphorically), so not just one trap, but ALL traps triggered at once, and so for about five minutes the players were running around trying to figure out how to stop things when there was no actual solution anymore.
It didn't make things more thrilling, it just made them frustrating. So always provide the players with a possible win condition or just outright kill them.
to unlock the final stage and the good ending, you must first get the "normal" ending, which requires you to get every item in the game (which would indicate that you are already getting the best ending), and AFTER the "normal" ending you have to leave the screen frozen for a full minute on the final screen of the ending credits. there is no indication anywhere in the game that you need to do this. that's like if the entire final scene of the movie was hidden... a full minute after the credits had rolled.
yeah, um, what's wrong with this? i always leave games on that last screen to see if anything happens, and i think if i were to collect every item (though i don't know how hard that is in this instance) i would know what i was doing. games have put people through worse shit for the "good" ending, i would not call this a design flaw. this is more a matter of style choice, and the GnG series is known for rapetastic difficulty. this is an even worse example than OP's.
i'd have to say the way the stairs are implemented in the original castlevania games (I and III, haven't made it to the 16-bit ones yet) are really flawed. you could be going up, get to the top, decide to go back down for something, and press left/right to go back and end up falling to your death for no real reason. now THAT'S a design flaw.
I'm not really sure that I would call it absolutely unacceptable, but the only flaw of Mega Man X is that you don't start with the dash. I think the developers at Capcom knew this, since they made it impossible to complete the game without receiving the leg upgrade. (I figure they must have run out of time to come up with a new leg upgrade and redesign the stages, and instead said "This game isn't great without the dash, let's make the player run straight into it.")
I mean, it's otherwise a perfect game.
wouldn't this happen with the big boo final boss in smw as well? I never even considered it, seeing that you had to be bigtime mentally handicapped to use up all the blocks without getting the three hits
No. In both GBA and SNES, it's three rows and you're dead.
However, the death is instant and painless. In the Mickey example in OP, you're left with a slow and painful death with the dragon. No pits, no nothing.
>Reset the computer
It wants you to press the reset button on the system. Who in their right mind would press the button on the system that makes them lose all progress?
>playing a Lode Runner other than "The Legend Returns"
TLR has a suicide button, enough said.
>its not okay when genre fix their mistakes over time!
You are a faggot if you want to play an inferior version play is an inferior version of another retro game of its own.
Same mentality as saying "I hate to play X because it doesn't contain Y" when it has been fixed in another patch.
There's 22 blocks and you only have to hit him 3 times, that's the same as complaining the game not dropping health when you are one hit away from death because you can't recover otherwise and have to die. In this case, the rocks are your lifeline.
>Press the oh button to confirm
If you're releasing your PSX game in the West, Ex is confirm, Triangle is cancel. Oh is acceptable as cancel as long as it's labelled on-screen.
The MGS title menu must have caught out thousands.
Forget the magnet beam and you can't complete the game.
Get into the boss room without enough energy for your special weapons and you have already lost.
>using special weapons before fighting the boss
>doing this on a wily stage
don't call your mistake a design flaw.
It's one thing to liberally use your weapons and then have to fight the boss with less damaging weapons; that's on you.
It's quite another to have a boss impervious to all but one single weapon, even your mega buster.
At least Capcom made it possible to retrace Elec Man's level for the magnet beam
you need to press up/down to get onto the stairs, but once you're on them, you can use left/right, which i do to just keep moving once off of them. there have been times i get on, climb up with left/right, and step off the last stair without realizing and die when i try to go back down for something. i mean, a little dumb on my part, but falling off of the stairs and possibly dying because you pressed the wrong button is also pretty dumb from a design standpoint.
>The dragon would sometimes hit the walls and drop more blocks or some shit, just in case
The carts had little memory and devs had to optimize the shit out their games to make them fit. While such a feature would make sense, it was unnecessary as the boss was piss easy and it would have taken some space for nothing.
Not him, but you're the shitposter. Keep on postin that shit!
Did it mention it in the manual? Because I could easily see someone not knowing what the heck it is when they see it in the stage, or realize they need to go back and get that when they get stuck at Wily stage 1.
It's the circle button, and many PS1 games used circle as confirm. In fact, most of them did at the time. The bottom button being used as confirm didn't happen until much later.
For example, SNES games exclusively use the bottom button as the confirm button. I'm assuming Metal Gear Solid was your first retro game?
No, fuck you. There's no indication that you need to conserve your crash bombs anywhere, and even so it's very unlikely that you'll hit every target in exactly the right way when you play this stage for the first time. It's literally the only part of the game where you need to stop and think 'oh, wait, a crash bomb uses this many bars of energy, so I can fire exactly this amount of them, so I -can't- destroy these walls if I want to beat the boss'.
It would've been acceptable if your weapon energy at least refilled when you die, but this is not the case. Can you even go back into the level to get your energy levels back up?
>Unacceptable design flaws thread
There were no design flaws in retro games.
Every time there is something obtuse, counter-intuitive, downright broken and poorly conceived in a retro video game, it is never a design flaw, but merely an error of yours, the millenial. Loading screens in PSX games are challenging, FFI characters whiffing attacks after targeting dead enemies is strategic, pic related is perfectly easy for a child to figure out by himself. Retro games are flawless.
You would already know this if you had actually played it, you're just jumping on the "Mega Man 2 had an unwinnable boss fight" bandwagon.
It even keeps the walls destroyed if you did happen to fuck up the first time, so guys like me know when idiots like you open your stupid mouths without knowing what you're talking about.
>well first of all, that's not unacceptable. secondly, if you're too retarded to figure it out, it shows you exactly how to do it in the start up screen demo.
Well fuck me, I was stuck on this section the last time I played SM two years ago, and I didn't know I was supposed to super bomb it until maybe a few months ago, nor did I know there was an attract demo in this section until now.
For me it's any game where the majority of what you do is just run around having to collect an insane number of a specific object go to the next area. I'm fine with collecting a few keycards but fuck the bullshit that was common in early 3D platformers I don't know how anyone can have the patience for that.
Loading times on the PS1 were awful, but today's consoles have longer loading screens, not only that, but also have "installing" or "updating" screens, which take even longer. Millennials should be fine with the waiting on loading screens, it's older people who can't get used to them because of being spoiled by cartidge systems from the past.
probably not, with the devs/testers playing the hell out of the game and having knowledge of the previous iteration and what was included in that, they probably thought it made perfect sense. sort of an idea vacuum.
>do you really think they'll get the whole tornado thing?
>yeah yeah it's kind of obvious don't you think?
not a dedicated one, but they had complete maps and a walk through in this.
the anon that thinks they made NES games cryptic to sell players guides is wrong though. they made them cryptic so you wouldn't beat them in a weekend.
I heard something like that too. Didn't Blockbuster strike a deal with some of the major developers to make their games stupidly hard so kids would rent them over and over trying to beat them?
You're given 22 blocks.
It takes three hits to kill the dragon.
The dragon is not particularly hard to hit.
Unless you purposefully screw yourself over by wasting every block, you will never have to kill yourself due to not having enough ammo.
>Simon's Quest and that fucking tornado.
I had and beat Simon's Quest as a kid.
Things were different then than they are now. Back then, you really only had access to the handful of games you owned, plus maybe a rental every weekend. This meant you were putting a lot more time into the same game. I put untold hours into Simon's Quest, and you know what? It was a lot of fun. As a kid, it was like a real adventure, and at times, it was really hard and you had no clue what to do next.
So what did I do? I mean, this was also pre-GameFAQs.com, so I was lost without a Nintendo Power subscription, right? Wrong. Kids used to actually talk to each other about video games and how to beat them. Even if you didn't have a Nintendo Power, somebody did, or knew someone who did, and they'd hook you up. And, again, it was basically the only game you had to play most of the time, so you'd try everything, including praying to a wall. If I remember right, an older kid on the same street had heard about the tornado and told me what I needed to do.
People give Simon's Quest shit now only because they can download thousands upon thousands of games for free, many on their phones. It was a different time and, for the time, Simon's Quest was good.
Wanted to post this.
Pretty innovative, even if completely retarded and counter intuitive.
I mean, say whatever you want about how stupid it was, people still remember the game today because of it.
My issue is that I rented MGS from blockbuster a ton of times, but when I got up to the part where you have to find meryl's codec number I had no way of finding it since blockbuster used their own covers for rentals.
Ended up asking a mate at school who had a copy what I was meant to do, but this was after I'd taken it back to blockbuster.
I was pretty mad.
>The X-Men Genesis game was good, though.
I know, I had it as a kid. It was also bloody difficult. And I never managed to figure out how to pass half the puzzles in the levels; just used Nightcrawler to teleport past every door you had to open (like the one on the Shiar level leading to the spaceship).
Basically I used Wolverine through the level, then sat down and left the game like that in a blind spot whenever his health was low (he regained health slow), switched to Crawler to get past puzzles, then back to Wolverine when I was low on health again.
Also, that game was the only one I remember where Wolverine actually could get into a berserker rage. Not just by doing a qcf+PP special move, but actually going crazy during gameplay. He'd start attacking left and right at random, I think also lose health in the process. It was completely pointless, but the geek in me loved that they accurately translated such details from the comics.
Having your special moves tied to a power bar was bullshit though.
I think the problem is the forced suicide thing. It's clumsy. The fight you're referring to kills you once the blocks are gone. OP's fight would probably be better with that concept implemented.
It's baffling the amount of people who think bad game design is equivalent to challenge, the developers really have their work cut out for them when their audience basically accepts and rationalizes everything.
"Gamers" have always been the worst group of people, in the past or in the present.
Enjoy your kusogē, faggots.
I think you just felt like sating something cuz you aren't pointing at any game but telling people to enjoy "bad" games cuz I ain't using your weeb words. Are you upset some people are enjoying something you don't?
>FFI characters whiffing attacks after targeting dead enemies is strategic
Man, when I found out what was going on, the game became so much fucking easier to deal with. One thing I definitely don't miss about earlier rpgs, although I wouldn't mind if a few newer ones brought this aspect back to add more strategy.
Go back to /v/. I legitimately got stuck on that part for years and couldn't get the level select code to work as a kid. That was the Sonic 3 final boss for me. It's poor design and I'm still mad about it after all these years.
Well, I'll be damned. Still, I don't get how people figured it out back in the day, unless they stumbled across it by accident. Then again, I was a 6th gen babby who was largely introduced to older games through emulators. I love older titles for their charm and originality, but they could be cryptic as hell at times.
>X is cancel, O is Ok/accept/yes/go
it makes more sense this way, even the symbols meanings match up.
if you roll down the first hill on sonic (sms) with speed up and hold right you can go offscreen.
the mickey mouse example is terrible, once you know the pattern you can kill it with exactly 3 blocks pretty much every time. though I guess you do have to die. there are worse bugs in mario.
>, but they could be cryptic as hell at times.
That pit was originally supposed to lead into Hidden Palace Zone
Was remastered for wii release or something but the only way to get to it on cart is via Game Genie and it's obviously incomplete
>Need to make a relatively simple jump
>Camera refuses to lock into place and won't stop moving for no reason
Funny how this is still an issue in modern games like dark souls while SM64 and OoT didn't have this problem.
you can pause whenever you want except in this 15 minute long boss fight
I have some issues with the Wily stages in MM2. I think crash trap is a stupid boss in general. The alien only being vulnerable to the bubble weapon creates problems. I think there was also a part where I wasn't happy with the way they implemented invisible holes in the floor that you had to use the bubble to check for. Then I remember being really disappointed in how stupid easy the dragon boss was, but that's easier to forgive.
Maybe I'm too hard on it, but the Wily stages in MM2, and I guess the weapon balance to a lesser degree, really turned me off on that game.
Why did we even make that change in the West? 〇 as confirm and X as cancel actually makes sense. Why change it? Also creates problems when I'm like playing an imported PS3 game, since if anything in the game brings up a system menu, it switches to X-confirm 〇-cancel on that menu.
The most egregious example of this is the retro games on the 3ds shop. You've got SNES button placement, but the NES ports all use A to jump and B to attack, and not B to jump and Y to attack like God intended.
I have the 3d classic versions of Kid Icarus, TwinBee and Xevious, and I can change the button layout so I can use Y and B instead of the original famicom A and B scheme. On Twinbee and Xevious I can even set rapid fire adjustments.