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Post by The Tank on Jul 10, 2010 0:04:04 GMT -5
Just what the subject says: post a cliche from classic games that hasn't survived to the current age, but you're glad to see go the way of the Dodo.
For me, the biggest one is two simple words:
CONTACT DAMAGE.
I don't have any problem dying on an old game because I get shot by something or hacked to death by a big ol' sword or beaten with a club or blown the f*** up or whatever.
What I do have a problem with is dying because I accidentally jump just a *bit* too far and that one rightmost pixel of mine just HAPPENS to tap the enemy on the end of the ledge. There's no way to rationalize it. It's not like every Koopa or Goomba is made of f***ing acid.
Contact damage sucked and I'm glad it's (mostly) died out.
Another big one is giant passwords. You shouldn't force people to keep notebooks on standby so when they beat a level, they can copy down the randomized 30-digit password. (And no, developers, putting 6 extra blank pages in the instruction manual for password writing doesn't make it okay.)
Your turn, 'Crappers.
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Post by Koda, Master Crunchyroller on Jul 10, 2010 0:11:05 GMT -5
The Lives system. It was an old relic of the arcades, where, from a business stand point, it was needed. Pretty much just Nintendo sticks to the Lives system nowadays. Them and small downloadable games.
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Post by Orange on Jul 10, 2010 0:11:27 GMT -5
Contact Damage for sure.
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Post by The Big J-Sizzle on Jul 10, 2010 0:12:03 GMT -5
Stupidly long password to continue your game.
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Post by Koda, Master Crunchyroller on Jul 10, 2010 0:23:16 GMT -5
Oh, I got one that pretty much makes me instantly rage quit any old school game I'm playing....dieing/running out of lives sends you all the way back to the beginning of the game. To the start of the level I could deal with, it is the ones that say, you die on like level 9 you have to start all the way back at level 1. That REALLY pissed me off.
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Post by waluigi on Jul 10, 2010 0:25:11 GMT -5
Oh, I got one that pretty much makes me instantly rage quit any old school game I'm playing....dieing/running out of lives sends you all the way back to the beginning of the game. To the start of the level I could deal with, it is the ones that say, you die on like level 9 you have to start all the way back at level 1. That REALLY pissed me off. What about if the game is divided into worlds and dying makes you start at the beginning of the world you died in?
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Post by PaperStreetBrigade on Jul 10, 2010 0:26:22 GMT -5
The days of programmers making American Market games insanely tough due to the Rental market.
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Post by Koda, Master Crunchyroller on Jul 10, 2010 0:31:27 GMT -5
Oh, I got one that pretty much makes me instantly rage quit any old school game I'm playing....dieing/running out of lives sends you all the way back to the beginning of the game. To the start of the level I could deal with, it is the ones that say, you die on like level 9 you have to start all the way back at level 1. That REALLY pissed me off. What about if the game is divided into worlds and dying makes you start at the beginning of the world you died in? Not as bad. I count that as part of the starting at the level again.
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Post by Koda, Master Crunchyroller on Jul 10, 2010 0:32:19 GMT -5
The days of programmers making American Market games insanely tough due to the Rental market. They were also usually tough if the game was REALLY short. For example, Contra is a tough as hell game, but once you learn the tricks to the game, it can be beaten in 30 minutes, easily.
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Post by A Platypus Rave on Jul 10, 2010 0:50:23 GMT -5
The days of programmers making American Market games insanely tough due to the Rental market. They were also usually tough if the game was REALLY short. For example, Contra is a tough as hell game, but once you learn the tricks to the game, it can be beaten in 30 minutes, easily. Also games like Contra were designed for the arcades... and thusly designed to steal your quarters Other then insanely long passwords (but it was fun finding how to exploit them like finding the trick to give yourself 9 fresh energy packs in the megaman games ) I really can't think of any... edit: and Contact damage only ever annoyed me when it was something that was made to look at least semi realistic... as opposed to the fantasy of Mario and such.
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AriadosMan
Bill S. Preston, Esq.
Your friendly neighborhood superhero
Posts: 15,620
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Post by AriadosMan on Jul 10, 2010 0:54:21 GMT -5
The period of time where EVERY company tried to make a Sonic ripoff their mascot character. Things like Red Dead Redemption and Grand Theft Auto only became possible due to the END of that era.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 10, 2010 0:58:43 GMT -5
As an in-series thing - the 3D Mario games with their "Collect 100 coins for a star" things. Annoying as hell in both 64 and Sunshine, gladly dropped in Galaxy (not counting the purple coins) and only one such stage in Galaxy 2.
A more general one, the days of insanely huge amounts of collectibles needed to properly finish a game. Cough, Donkey Kong 64, cough.
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Post by Koda, Master Crunchyroller on Jul 10, 2010 1:27:24 GMT -5
As an in-series thing - the 3D Mario games with their "Collect 100 coins for a star" things. Annoying as hell in both 64 and Sunshine, gladly dropped in Galaxy (not counting the purple coins) and only one such stage in Galaxy 2. A more general one, the days of insanely huge amounts of collectibles needed to properly finish a game. Cough, Donkey Kong 64, cough. The caveat, though, is that once those days ended, so did the dominance of platformers. Once those days died, the platforming genre basically shrunk down to Nintendo's platforming series(Mario, Kirby, Donkey Kong), the Sonic games, and Sony's platforming trio of Insomniac, Naughty Dog, and Sucker Punch. Thankfully the platforming genre is making a huge comeback thanks to the re-found love of the 2D view in the industry, and also thankfully the collect-a-thons look to be over.
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Post by forgottensinpwf on Jul 10, 2010 1:34:23 GMT -5
Limited or no continues.
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Post by noleafclover1980 on Jul 10, 2010 1:35:32 GMT -5
Not dead, but I hope to GOD developers kill the "escourt mission" they all suck.
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Post by waluigi on Jul 10, 2010 1:36:22 GMT -5
So I'm the only one who doesn't really count Sonic as a platformer?
I always called it a "Obstacle game". B/c there's less navigating jumps, and more navigating booby traps.
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Post by forgottensinpwf on Jul 10, 2010 1:39:32 GMT -5
So I'm the only one who doesn't really count Sonic as a platformer? I always called it a "Obstacle game". B/c there's less navigating jumps, and more navigating booby traps. I've always considered it a platformer as there are plenty of spots that do require precision jumping or timing.
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Post by elektro on Jul 10, 2010 1:45:29 GMT -5
Remember that brief time when almost every game was cel-shaded just for the hell of it? I'm glad that's died down considerably. Granted, a lot of games are still cel-shaded now, but now it seems to be done more tastefully.
I also remember when there would be a new Army Men game on store shelves every three months. I'm glad that's not true anymore, because a majority of those games were garbage.
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Post by Lionheart on Jul 10, 2010 2:16:12 GMT -5
Remember that brief time when almost every game was cel-shaded just for the hell of it? I'm glad that's died down considerably. Granted, a lot of games are still cel-shaded now, but now it seems to be done more tastefully. This. I thought Wind Waker looked ridiculous when it came out, and I'm only now starting to grudgingly appreciate it. Wasn't the whole ridiculous-random-long-password-save thing based on technical limitations of the time? I mean, I don't think game developers made their save system work that way because they thought it would be fun. But perhaps I'm just an ignoramus.
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Post by A Platypus Rave on Jul 10, 2010 2:48:46 GMT -5
Really I thought Wind Waker was one of the few games that did cell shading Well.
and yeah I'm sure the password system was, but some codes just stretched to the ridiculous.
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